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Unity · C# · Solo Project · Agent-Based AI

FLOCKING
SIMULATOR

Boids Algorithm UnityC# PCG CourseComplete

A realistic flocking simulation featuring 80 custom alien fish — each one an independent agent following Boids rules that together produce the emergent, coordinated schooling behavior of a living creature.

Overview

This project implements the classic Boids algorithm — a set of three simple rules that, when applied to a group of agents simultaneously, produce the complex, organic-looking flocking behavior seen in schools of fish or flocks of birds. It was built as a solo PCG course project with the added challenge of custom agent visuals and scalability.

The simulation runs 80 custom-designed alien fish agents (single large eye, smooth animated tail, inspired by Subnautica) and is architected to scale to hundreds of agents — requiring an efficient spatial awareness system rather than naive O(n²) neighbor checks.

Key Features & Techniques