3 ms·
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 d
by vimgrinder 1y 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
- knome 1y agoI 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.
- deleted 1y ago[deleted]