Strong separation blows the flock apart; aggressive homing pulls it back together. Watch cycles of fragmentation and reform.
High front bias and edge alignment with wide personal space. Visible wave-like patterns propagate through the flock.
Tight formation at high speed with velocity coloring. A good starting point for density wave experiments — try slowly increasing Speed braking.
A persistent hawk hunts the flock. Birds within the escape radius scatter with boosted speed. Speed braking enabled so you can see the panic wave propagate.
Saves your current settings as a preset you can switch back to. Stored in your browser.
Opens a .json or .txt preset file and adds it to your saved presets.
Copies the current slider values to your clipboard as JSON — handy for pasting into a message or note.
Bird count3000Total birds in the flock. Changes rebuild the simulation.
Orbit: follow the flock. Boid's eye: chase cam behind a random bird. Split: both side-by-side.
Sep neighbors7Nearest neighbors considered for separation. Fewer = only avoid the closest birds.
Ali/Coh neighbors14Nearest neighbors for alignment and cohesion. More = longer-range coherence.
Separation3.0Strength of push-away from neighbors within minimum distance.
Personal space2.0Metric distance bubble. All birds within this radius get pushed away, regardless of neighbor count. Creates more uniform flock density. 0 = disabled.
Alignment4.0Steer toward average heading of neighbors. Dominant force for coherent waves.
Cohesion3.0Steer toward average position of neighbors. Keeps flock together.
Front bias1.0Weight neighbors in front vs. behind. 1.0 = equal. Higher = follow what's ahead, ignore what's behind. Creates leading-edge instability.
Max speed15.0Maximum flight speed. Higher speed = wider sweeping arcs.
Min speed %53%Stall speed as a fraction of max speed. Birds are boosted to at least this speed — they can't hover. 0 = birds can stop. 1.0 = all birds fly at exactly max speed.
Max force0.50Steering force cap. Low force = gradual turns with inertia. High force = snappy, responsive turns.
Homing0.75Isolated-bird centroid pull strength. 0 = no homing, stray clusters stay lost. Higher = stronger pull back to the flock.
dV threshold0.75Speed change per frame that maps to full red/green in velocity color mode. Lower = more sensitive.
Search radius5.0Radius within which neighbors are counted for density coloring.
Sparse count3Neighbor count that maps to full blue. Birds with this many or fewer nearby neighbors are sparse.
Dense count25Neighbor count that maps to full red. Birds with this many or more nearby neighbors are dense.
SparseDense
A persistent hawk chases the densest part of the flock. Birds within the escape radius scatter with boosted speed, then smoothly blend back to normal flocking.
Hawk speed %130%Hawk speed relative to boid max speed. 130% = hawk is 30% faster than birds.
Escape radius8World-unit radius around the hawk that triggers escape behavior. Birds inside this zone panic and flee.
Escape speed %140%Target escape speed as % of max speed. Higher = faster panic sprints.
Escape accel2.0Multiplier on max force during escape. Higher = snappier turns when fleeing.
Blend-back0.5Seconds of sim-time to blend from escape back to normal flocking after leaving the escape radius.
Show a faint red wireframe sphere around the hawk indicating the escape trigger zone.
Hawk camera — enable hawk first. Hawk's eye: chase cam behind the hawk. Turning the hawk off returns to Orbit.
Speed braking0.00How much birds slow down when neighbors enter their personal space. 0 = off. Higher = stronger braking that cascades through dense flocks, creating density waves.