Flock Simulation in Geometry-Nodes

Just updated and published by Flock Simulation v2 setup.

The basic setup can be downloaded for free on Gumroad, and I’m also happy to discuss here implementation details, major pains and future directions. Any feedback is welcomed!

Main limitation and pain is “getting the neighbors”. To compute rules results, each entity detects its neighbors within the “Visibility Radius”. I currently implement this using a “Merge by Distance” node, for then sampling the nearest. This is just a rough estimate of the correct value, and hope in the future there will be better native utils in GN.

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Major update of v2 was to allow for “flock-on-ground” behavior… same logic, but the entities movements will be limited to the ground.

https://x.com/5agado/status/1896193894020468739

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Pretty cool, this looks like a very useful tool ! And by looking at your YT channel you did a lot of fun experiments !
I’m pretty new to physics simulations so any hints or breakdown is likely to be very inspiring ! Probably if I knew the subject a bit more I’ll have questions, but that doesn’t mean I’m not interested :slight_smile:

I featured you on BlenderNation, have a great weekend!

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Most of my work is based purely on adaptation of “collision”, that can be easily obtained with nodes like “Index of Nearest”. I did some experiments with pure physics sim too, but I’m expected those to be soon implemented natively in GN (like soft-bodies, hair-sim, cloth-sim). That will also guarantee best performances.

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