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Work in progress on Fish simulation AI (flocking)

I’m working on some fish simulation stuff as a request for a tutorial. I initially prototyped it in blueprint but the blueprint code was waaaay too slow, so had to redo it in C++. Turns out I made some daft choices there for my architecture, so I’ll have to refactor it a fair bit. Its got a bunch of bugs that need fixing, plus I want to expose the tweakable values to blueprint in a nicer way (it currently sucks). I think its taught me a bit about the actor/component relationship in Unreal Engine, which is good and bad (bad in that it didn’t work out to use a flocking component).

I’ll release the code once I’m happy with it (need to make it a plugin for my clients to use), so will likely just shove it on the wiki.

Here’s a video:

https://youtube.com/watch?v=4_5Swq_mLwk

This is very unique, Goodjob. I’ll definitely be keeping an eye on this. I like how they all change directions together but there are a few random ones. This looks really realistic and I’m glad to see there is a lot of work on AI. I think that’s what made The Forest so good.