What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdboids_flock.gdcomponent.jsoninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_boids_flock.gdverification/native.json
How it works
- Class
- BaltorFlock, extends RefCounted
- Methods
- add_boid(position: Vector2, velocity: Vector2 = Vector2.ZERO) -> int; get_count() -> int; get_positions() -> PackedVector2Array; get_velocities() -> PackedVector2Array; neighbors_of(index: int) -> PackedInt32Array; steering_of(index: int) -> Vector2; step(delta: float) -> void
- Placement
- res://baltor/godot_components/boids_flock/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
Positions and velocities live in the flock object; drawing them (for example with a MultiMeshInstance2D) is up to you. GDScript cost grows with neighbors per boid; hundreds of boids are practical, thousands need a compute approach. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.