Skip to content

Classic Boids

Classic Boids

This preset uses the three classic boid rules to create natural-looking flocking behavior:

  • FlockSameGroup (cohesion) — agents steer toward the center of nearby group members
  • AlignSameGroup (alignment) — agents match the heading of nearby group members
  • AvoidSameGroup (separation) — agents steer away from group members that are too close

Wind provides a gentle drift so groups migrate across the map over time, and WorldEvents lets agents react to sounds.

Key Processors

Parameter Value Why
FlockSameGroup Distance 30 Medium cohesion range keeps groups together without clumping
AlignSameGroup Distance 25 Slightly smaller than flock range so alignment kicks in before attraction
AvoidSameGroup Distance 8 Short range prevents overlapping without breaking formations
AvoidSameGroup Power 1.2 Strongest processor — separation always wins at close range
Wind Power 0.5 Gentle push so groups drift without overriding flock behavior
WorldEvents Power 0.8 Agents react strongly to player-generated sounds like gunshots and explosions

Configuration

Download XML

<?xml version="1.0" encoding="utf-8"?>
<WalkerSim xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:schemaLocation="http://zeh.matt/WalkerSim WalkerSimSchema.xsd" xmlns="http://zeh.matt/WalkerSim">
  <Logging>
    <General>false</General>
    <Spawns>false</Spawns>
    <Despawns>false</Despawns>
    <EntityClassSelection>false</EntityClassSelection>
    <Events>false</Events>
  </Logging>
  <RandomSeed>123456</RandomSeed>
  <PopulationDensity>140</PopulationDensity>
  <SpawnActivationRadius>96</SpawnActivationRadius>
  <StartAgentsGrouped>true</StartAgentsGrouped>
  <EnhancedSoundAwareness>true</EnhancedSoundAwareness>
  <SoundDistanceScale>1</SoundDistanceScale>
  <GroupSize>16</GroupSize>
  <AgentStartPosition>Mixed</AgentStartPosition>
  <AgentRespawnPosition>RandomBorderLocation</AgentRespawnPosition>
  <PauseDuringBloodmoon>true</PauseDuringBloodmoon>
  <SpawnProtectionTime>300</SpawnProtectionTime>
  <InfiniteZombieLifetime>false</InfiniteZombieLifetime>
  <MaxSpawnedZombies>75%</MaxSpawnedZombies>
  <Systems>
    <System Name="System 1" Weight="1" SpeedScale="1" PostSpawnBehavior="Wander" PostSpawnWanderSpeed="Walk" Color="#FF4444">
      <Processor Type="FlockSameGroup" Distance="30" Power="0.8" Param1="0" Param2="0" />
      <Processor Type="AlignSameGroup" Distance="25" Power="1" Param1="0" Param2="0" />
      <Processor Type="AvoidSameGroup" Distance="8" Power="1.2" Param1="0" Param2="0" />
      <Processor Type="Wind" Distance="0" Power="0.5" Param1="0" Param2="0" />
      <Processor Type="WorldEvents" Distance="0" Power="0.8" Param1="0" Param2="0" />
    </System>
  </Systems>
</WalkerSim>