Right click, or hold 'n' and click to make a node. While holding the middle mouse button or 'l', click one node and release on another to link the two nodes. While holding p, click on node to act as the start of a path, and click a second node to act as the end of the path.
If the screen flashes red, you tried to make an impossible path (or one that requires the algorithm to restart 100 times while blocking trouble spots).
An idea I had while driving. Turns out the algorithm is basically a*, which I've heard about but never tried out.
Took a bit of fine-tuning to prevent it from getti
Hold right mouse button to rotate camera, and use scroll wheel to zoom.
Use: + and - to change the number of boids, 'a' to toggle wall avoid, 's' to toggle smoothing (decreases performance), 'd' to toggle directional lighting, UP and DOWN to zoom in and out.
Boids flocking model.
Mouse to repel boids. At 100 units from the mouse, boids will ignore flocking and run. At 50 units they double their speed.
Boids flock based on three rules: cohesion, separation, and alignment. The idea was created by Craig Reynolds (http://www.red3d.com/cwr/boids/). This is an unfinished Processing version. I want to add predators and refine the movement in the future.
A cellular automaton is a grid of cells. In a CA, each cell(square in the grid) has 8 neighbors - the 8 cells surrounding a single cell. Manipulations to the grid are made based on the amount of neighbors a cell has.
HOW TO USE THE RULEBOX
The rulebox(bottom-left corner) takes input in "s/b" format. Numbers to the left of the "/" are the amount of neighbors a live cell must have to survive. Numbers to the right of the "/" represent the amount of neighbors a dead cell must have to become alive. Type in new rules and press enter.