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For a few boids more - boids in Rust (Part 2) #4
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It would be good to utilize some rust functions rather than plain loops, like |
Thanks for pointing it out. I cannot change the blog without breaking stuff, but I've made an improvement to the latest version in d589d5f. |
Nice, that looks better. By the way, you could close this issue. |
Actually this issue acts like the comment section for the post, so it shouldn't be closed. |
I've been following along and copy-pasting code.. I think after the Also, I'd love it if the code snippets where without scrolling and wide enough to show the entirety of the code? Great post by the way. |
This might be confusing because of closely related names. Objects are meshes (with geometries) that are rendered on screen, while obstacles are "things" that are given to the physics engine to detect collisions. Both have the same shape so that the physics engine's calculations are consistent with what is happening on screen. The All changes after that i.e. the ray casting stuff happens in the Sorry about having to side scroll the code snippets. I'll see if there's a way to make the font smaller but don't bank on it. |
For a few boids more - boids in Rust (Part 2)
Let's have some fun with procedural graphics generation. We'll give life to a flock of birds by implementing the classic boids algorithm in Rust.
https://blog.bitsacm.in/for-a-few-boids-more/
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