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<title>3D Boids Documentation</title>
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<meta content="Robert's 3D Boids Final Year Project" name=description>
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<img border="0" src="Docs_Files/docs_title.gif" width="575" height="50"><br><br>
<font face="Arial" size="5" color="#FF0000"><b>Version 0.54 15th May 2000</b></font>
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<b><font face="Arial" size="6" color="#0000FF">Contents</font></b><br><br>
<font face="Arial" size="3"><b>
<a href="#Requirements"> 1. Required Runtime Environment</a><br><br>
<a href="#Introduction"> 2. Introduction to Boids</a><br><br>
<a href="#StopStart"> 3. Stopping and Starting the Simulation</a><br><br>
<a href="#Camera"> 4. Controlling the Camera View</a><br><br>
<a href="#Objects"> 5. Manipulating the Scene's Objects</a><br><br>
<a href="#Landscape"> 6. Landscape Options</a><br><br>
<a href="#BoidBehaviour"> 7. Controlling the Boid's Behaviour</a><br><br>
<a href="#Configurations"> 8. Saving and Restoring Boid Configurations to and from Disk</a><br><br>
<a href="#Display"> 9. Display Mode Options</a><br><br>
<a href="#KnownIssues"> 10. Known Issues or Problems</a><br><br>
<a href="#Author"> 11. About the Author</a><br><br>
<a href="Docs_Files/versions.txt"> 12. Version Information</a>
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<a name="Requirements"></a><br>
<b><font face="Arial" size="4">1. Required Runtime Environment</font></b><br><br>
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<b>Known to work properly in:</b><br>
Windows 2000, Windows NT4 with Service Pack 3 or above installed<br>
Windows 95, 98 & 98 2nd Edition<br>
(All known win32 environments with DirectX 3 or above)<br><br>
<b>To run the simulation you will need:</b><br>
Microsoft's DirectX version 3 or above installed.<br>
16 bits or more colour depth display mode<br>
(it does not use 256 colour mode palettes).<br><br>
<b>To improve the frame rate, which is crucial to the simulation:</b><br>
- Reduce the number of boids.<br>
- Use the smaller boid meshes.<br>
- Reduce the landscape features.<br>
- Reduce the number of active boid behaviours.<br>
- Use an accelerated graphics card.<br>
I recommend the GeForce range, nearly triple the frame rate with hardware<br>
transform and lighting.
Visit <a href="http://www.nvidia.com/"> www.nvidia.com</a> for more details.<br>
- The faster the CPU the better.<br>
- Use a Windows NT Kernel operating system.<br>
- Use NT with multiprocessing ( more than one CPU ).<br><br>
<b>If you are using Windows 95 without DirectX drivers, visit:</b><br>
<a href="http://www.microsoft.com/directx/homeuser/downloads/">www.microsoft.com/directx/homeuser/downloads/</a>
to update your system.<br><br><br>
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<hr>
<a name="Introduction"></a><br>
<b><font face="Arial" size="4">2. Introduction to Boids</font></b><br><br>
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Boids were originally invented by <a href="http://www.red3d.com/cwr/">Craig Reynolds</a>
and are quite simply a model of the flocking, herding or schooling behaviours observed with
intelligent lifeforms. The grouping behaviour for the boids is produced by the
application of just three simple rules:<br><br>
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<td width="6%" valign="top"><font color="#FF0000"> 1.</td>
<td width="76%"><font color="#0000FF">The attraction of the boids to each other.</font></td>
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<td width="6%" valign="top"><font color="#FF0000"> 2.</td>
<td width="76%"><font color="#0000FF">The adjustment of each individual boid's velocity to
match up with the rest of the flock's velocity.</td>
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<td width="6%"></td>
<td width="6%" valign="top"><font color="#FF0000"> 3.</td>
<td width="76%"><font color="#0000FF">The avoidance of any direct collisions with any other
boids, objects or landscape.</font></td>
<td width="12%"></td>
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</table><br>
All the behaviour produced from each boid is a resultant combination of these three individual
boid behaviours, within it's local environment. Boid behaviour therefore is a good model
of a cellular automaton, where there can be an emergence of group behaviour. The
implementation of the boid behaviours can be varied using very basic or advanced programming
techniques. Basic boids would just inhabit a blank two dimensional plane and follow simple
averaging algorithms. Advanced boids could live in a complex three dimensional environment
with obstacles ect. Their behaviour could be influenced by much finer details, like their
field of vision and movement characteristics, which could even be particular to each boid.<br><br>
Elaboration of boid details can go on and on indefinitely. But the essence and underlying
framework for all boid simulations, is just the deployment of the three simple rules to produce
the complex and fascinating emergent behaviour.<br><br><br>
</font></td></tr>
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<hr>
<a name="StopStart"></a><br>
<b><font face="Arial" size="4">3. Stopping and Starting the Simulation</font></b><br><br>
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There are three ways in which to stop or restart the simulation:<br><br>
1. Pressing the Start/Stop button at the bottom of the control panel.<br>
2. Selecting the Start/Stop option from the 'Main' drop down menu.<br>
3. Pressing the space bar.<br><br>
When the simulation is stopped, only the boids motion is affected.<br>
Therefore most of the other features still remain active.<br><br><br>
</font></td></tr>
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<hr>
<a name="Camera"></a><br>
<b><font face="Arial" size="4">4. Controlling the Camera View</font></b><br><br>
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There are four ways to manipulate or change the camera view:<br><br>
1. Using the sliders on the right hand side control panel.<br>
2. Pressing the 'Centre Angle' button on the control panel.<br>
3. Using the menu items from the 'Camera View' drop down menu.<br>
4. Directly pressing the menu's accelerator keys.<br><br>
When there are no boids present in the scene, the view 'To Boid' becomes unavailable.<br><br><br>
</td></tr>
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<b>The Camera Menu Accelerator Keys:</b>
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From Above<br>
To Boid<br>
Looking North<br>
Looking East<br>
Looking South<br>
Looking West<br>
+ Camera Position<br>
- Camera Position<br>
+ Camera Rotation<br>
- Camera Rotation<br>
Centre Rotation<br>
</td>
<td width="168" valign="top" align="left">
NumPad5<br>
NumPad*<br>
NumPad8<br>
NumPad6<br>
NumPad2<br>
NumPad4<br>
Up Arrow<br>
Down Arrow<br>
Right Arrow<br>
Left Arrow<br>
Home<br>
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</table><br><br>
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<hr>
<a name="Objects"></a><br>
<b><font face="Arial" size="4">5. Manipulating the Scene's Objects</font></b><br><br>
<font face="Arial" size="3">
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<tr><td>
There are three ways to manipulate or change the objects in the active scene:<br><br>
1. Using the two sliders on the control panel that control the boid<br>
numbers and sizes.<br>
2. The 'Objects' drop down menu contains many commands including:<br>
- Setting the style of the rendering.<br>
- Setting the number and sizes of the boids.<br>
- Setting the colours of the boids.<br>
- Setting the mesh shapes of the boids.<br>
3. There are accelerator keys for all the menu options.<br>
</td></tr>
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<b>The Object Menu Accelerator Keys:</b><br>
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Wireframe<br>
Unlit Flat<br>
Flat<br>
Gouraud<br>
Add Flyer<br>
Remove Flyer<br>
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