🕹 ENTERTAINMENT · the arcade · the algorithms behind the fun · kept by THE CABINET

THE BOIDS ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP

A flock of a thousand birds has no leader — each one obeys just three local rules and the murmuration emerges. Craig Reynolds’ boids are why game crowds feel alive. Slide the cohesion (or tap) between a scattered swarm and a tight flock.

◆ LIT▲ AMBER
◧ THE MEASURE · 2D
◍ THE FLOCK · 3D · order from three rules
◆ THE FOURTH · 4D · a tesseract turns
◐ THE SHADOW · one dimension down
👶 THE TODDLER CORNER — one fat tap
boids
60
alignment
spread
the flock

◆ LIT — exact / checkable

Reynolds’ boids (1986). Each agent steers by three local rules over its neighbours: SEPARATION (avoid crowding), ALIGNMENT (match average heading), COHESION (steer toward the average position). No leader, no global plan — the flock is emergent. The slider scales cohesion between a loose swarm and a tight ball; alignment is measured live as the mean-heading coherence (‖Σ v̂‖/N → 1 when all aligned). A fail-loud self-check throws unless a seeded flock's heading coherence increases over time under alignment.

▲ AMBER — the figure

Sixty 2-D boids with a fixed neighbour radius (real murmurations are 3-D with thousands and aerodynamic constraints); the weights are illustrative. The three steering rules and the coherence measure are computed exactly.

ENTERTAINMENT: every game is a loop that lies to you sixty times a second.  — THE CABINET
David Lee Wise / ROOT0 / TriPod LLC  ·  the arcade row, with AVAN