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vimgrinder | 9 months ago

so, i just used them like conceptually..

each boid has a string, when boids come close , they produce a offspring with mixed string + mutation age lets boids die too

nothing fancy, just for sake of sim

discuss

order

knome|9 months ago

I was playing around, and inspected the boid count control to see if I might manually update it and see what unreasonably large and small populations look like. I saw the connected callback triggered updateProperty. Running updateProperty("boidCount", 10) in the console yielded a field with 10 boids, as expected, but apparently it doesn't update something else the natural code would, as as soon as two of the boids collided, a humongous explosion of boids occurred, like a firework.