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Boids

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Re: Boids

#71
post #6

I recommend one of my favourite books, Gary William Flake’s 1998 The Computational Beauty of Nature to anybody interested in boids or other computational models of social, chemical, and physical phenomena. Therein the author covers boids extensively and in detail. If I am not mistaken it is in section 16.3 that the author treats boids fairly extensively.

He just did a great interview @ https://podcasts.apple.com/us/podcast/gary-flake-scientist-a...

Re: Boids

#72

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

It wasn't Unreal Engine that gave you that perf. It was your GTX 1080. Unreal Engine (or any Engine) in this situation is doing next to nothing.

Sorry it's just this kind of thing pushed my buttons. I see someone showing their engine and claiming perf when their example is 99.999% GPU and 0.001% anything to do with their engine.

Re: Boids

#73
post #36
post #3

Could that be used to simulate the pandemic?

No. It's an unrelated set of rules. The best way to simulate a disease is to model each person in the country as an individual agent. Even a naive movement model for humans won't look like anything like bird flocking.

Physical movement. It struck me that movement of belief systems looks LOTS like boid flocking. It's even possible to map social connectedness by things like Facebook etc. to size of neighborhood, and probably limits on how large a 'neighborhood' can practically be when it represents the belief systems of those in contact with you.

Re: Boids

#74

I've confirmed with Craig Reynolds that yes indeed, then name of Boids was inspired by The Producers: https://www.youtube.com/watch?v=aL6mTMShVyk >"He's up on the roof with his boids. He keeps boids. Doity, disgusting, filthy, lice ridden boids." -The Concierge, not a Madam

Thanks for the confirmation! I've long wondered whether boids was from a NY accent -- 'bird-oid object' has the smell of a post-hoc construction.

Re: Boids

#75

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

Have you thought of making this into an educational game like Factorio or Satisfactory for life instead of machines? https://www.youtube.com/watch?v=Oh2oF-eZTD8&list=PLrBjj4brdI...

That's a cool idea. Imagine creating a little assembly line out of vesicles, each producing its own proteins, and feeding into each other. I like it.

Re: Boids

#76

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

Thank you for that Firehose of Fun! Especially the GPU dynamic hashed grid, which looks super useful. Amazing work! LifeBrush is Emacs for Cytoplasm! I've read that those little thing-a-ma-bobs in your cells move around at something like 30 miles an hour, bumping into each other. Is that accurate? Does that simulation show them slowed down a lot? Would it just be a blur in real time? Is that software available, pleas…

You are right, they move insanely fast. The average speed of a medium-sized protein is about 5 m/s. Inside an E. coli, any two proteins will encounter each other at least once a second [0] (this book is incredible).

My simulation is inaccurate in terms of Brownian motion. It is slowed down and smoothed for illustrative purposes. It should be more violent. Nice idea with blurring, I'll think about that. The code is on GitHub. It requires a VR headset, and it is frankly a little clunky and "research code" in terms of the UI. But check it out :D [1]. The next version will support larger simulations on the GPU and a more friendly UI. I have friends at the Scripps institute who work on similar stuff, check them out [2].

[0]: David Goodsell (2009) The Machinery of Life https://www.amazon.ca/Machinery-Life-David-S-Goodsell/dp/038...

[1]: https://github.com/timdecode/LifeBrush

[2]: https://ccsb.scripps.edu/cellpaint/

Re: Boids

#77

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

Here is a thematically-related boids simulation from 2006: https://www.red3d.com/cwr/papers/2006/PSCrowdSandbox2006.pdf Did 10,000 to 20,000 agents at 60 fps. Puny compared to yours, but not bad for 14 years ago! https://www.youtube.com/watch?v=Jpy5rJSVLj8 https://www.youtube.com/watch?v=ZZoy-8xK0YI

Wow. There are some great ideas in that paper.

Re: Boids

#78

Earlier quoted context omitted.

Have you thought of making this into an educational game like Factorio or Satisfactory for life instead of machines? https://www.youtube.com/watch?v=Oh2oF-eZTD8&list=PLrBjj4brdI...

That's a cool idea. Imagine creating a little assembly line out of vesicles, each producing its own proteins, and feeding into each other. I like it.

In that Satisfactory demo, the guy took it to flabbergastingly ridiculous extremes of complexity, far beyond what the game designers intended, with thousands of factories consuming resources and pumping out and products, miles of tangled conveyor belts strung all around through the sky, stitched together with mergers and splitters, collected and buffered in storage containers, moving, mixing and diffusing millions of individual items all around the environment. But I get the impression that's hardly scratching the surface when it comes to biology.

Your Bunny Planet design session really illustrates how wonderfully your work applies to computer games:

https://www.youtube.com/watch?v=L482dpH9S8o

https://www.youtube.com/watch?v=624F5iaCKco

Chaim Gingold (one of the developers of Spore) made "Earth: A Primer", a cool interactive educational simulation science book, also like your work, inspired by Neil Stephenson's young lady's illustrated primer, but on a somewhat different physical scale:

https://www.earthprimer.com/

>Earth: A Primer is a science book you play with.

I sent Chaim some links to your work, and he loved it and said he has collaborator who will be delighted to learn about it too. He also teaches computer game design, and did his PhD thesis on "Play Design". You should work together, and fill in all the levels between planets and cytoplasm! ;)

https://en.wikipedia.org/wiki/Chaim_Gingold

http://chaim.io

https://pqdtopen.proquest.com/doc/1806122688.html?FMT=AI

Re: Boids

#79
post #72

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

It wasn't Unreal Engine that gave you that perf. It was your GTX 1080. Unreal Engine (or any Engine) in this situation is doing next to nothing. Sorry it's just this kind of thing pushed my buttons. I see someone showing their engine and claiming perf when their example is 99.999% GPU and 0.001% anything to do with their engine.

Sorry, I didn't mean to mislead you. This has little to do with Unreal (or Unity) and everything to do with GPU programming.

Re: Boids

#80

Boids are my favourite hello world for 3D simulation environments. For the last few weeks, I've been using boids to update my GPU programming skills and knowledge of related algorithms in Unity and Unreal. Yesterday I got 0.5 million boids simulating in Unreal Engine at 45 fps on a GTX 1080 [0]. The bottle neck is rendering so many instanced cone meshes, the simulation without rendering can do 1 million boids at 120…

Impressive! Mine linked here starts having trouble at around 2000 units on my CPU. Shows how ridiculously parallelisable this is.

I love the interactivity in your workshop sandbox. Is the bottleneck your Boid.findNeighbours function? (that was the first thing I tried on the GPU, except GPU parallelism let's us get away with 50,000 boids).
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