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Exploring Craig Reynolds' boids, a simulation mimicking the flocking of birds. Reynolds breaks down this phenomenon into three key behaviors: Alignment, Cohesion, and Separation. Initially, boids start with a random behavior, selecting a position in space and moving towards it. Alignment: Boids steer towards the average heading of local flockmates, aligning their movement based on the neighbors' average velocity. Reynolds defines the steering formula as steering force = desired velocity - current velocity. Cohesion: Boids aim to move towards the average position (center of mass) of local flockmates. By calculating the average position of neighbors, each boid harmoniously aligns itself with this collective center. Separation: To prevent crowding, boids apply a separation force to all neighbors. This force is inversely proportional to the distance, ensuring closer neighbors receive a higher steering force. A crucial aspect of this simulation is the perception radius, representing how much each boid "sees" its environment. In the spirit of exploration, I've implemented a ThreeJS version, offering a visual representation. Absolutely fascinating how we can simulate such complex behaviors with simple rules.