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This is Part 1 of at least 3 parts (possibly more) where I will be improving the movement of the entities in the simulation. In this video I focus more on implementing naive movements so that I can take the time to explain how they work as well as setup the core framework on which they are built. I will later expand to move advanced and intelligent movement behaviors in the following videos in this movement series. As an interesting side effect we're already starting to see at least one emergent behavior from even the naive movement rules which you'll find near the end of this video. As mentioned in the video, I'm also including just below a few links for those who want to learn more about Vectors and how they work in simulations and computer games: • 1.5 A Unit Vector (Normalize) - The Nature... • Introduction to Game Development (E07: vec... • Game Math is easier than you think. ► DarwinianBytes website: https://www.DarwinianBytes.com ► Video blog post: Coming soon. Chapters 00:00 Introduction 00:35 Previous simulation recap 02:05 Minor update to eyesight 02:38 Quick preview 03:50 Tech Stack 04:16 Vectors explained 09:49 Coding architecture of movement 10:42 Coding the Movement class 12:15 Coding the parent MovementAlgorithm class 17:08 Coding - Move Towards Smallest Enemy 20:28 Simulation - move towards smallest enemy 21:30 Coding - Move towards nearest enemy 23:13 Simulation - move towards nearest enemy 26:07 Coding - Avoid nearest enemy 27:03 Simulation - avoid nearest enemy 28:25 Emergent behavior 29:26 Recap and preview of next videos