I noticed on from the “cohesion” part of Chapter 17 that my boids would eventually all get stuck on the top and left edges of the window, and they’re doing that in the supplied “final” project also. I’ve been trying to figure out why that is and I think it might have to do with the way the bounds-checking occurs:
if (position.x < 0 || position.x > output.get_width()) {
velocity.x *= -1;
}
Doesn’t this (and the accompanying “y” adjustment) cause problems by making this change after the velocity accumulation? Like, if the cohesion factor is going to drive an near-or-out-of-bounds boid back towards the group, then the bounds check is reversing that velocity and driving it away from the group and further out-of-bounds, no? And I think that’s why they’re getting stuck, but I can’t see why I’m only seeing the stuck behavior on the top and left edges (wouldn’t this apply to all edges?). So I’ve kind of fixed it by replacing it with:
if ((position.x + velocity.x) < 0 || (position.x + velocity.x) > output.get_width()) {
velocity.x *= -1;
}
but of course that’s not synonymous with the intended behavior - this makes them “anticipate” going out of bounds instead of strictly bouncing off the edge. Thoughts? Anyone able to recreate the problem? (I have to let the final project run for a minute but within a few minutes they’re all stuck).
Anyway, I think there’s a mistake in the boid-thickening:
output.write(color, location + uint2(-1, 1));
output.write(color, location - uint2(-1, 1));
output.write(color, location + uint2(1, -1));
output.write(color, location - uint2(1, -1));
These are two accidentally synonymous pairs, aren’t they? i.e. +(-1,1) and -(1,-1) are the same. Should be +(-1,1), -(-1,1), +(1,1), -(1,1). Yer birds are accidentally oblong instead of beautiful perfectly square birds like nature intended.
(i see my code line breaks aren’t showing … how do i fix that?)