- CrowdField: Dijkstra integration field to continuous gradient flow field with bilinear sampling, terrain cost and multi-goal support - Crowd: SOA simulation for massive crowds - flow/seek/boids/idle actions, turn-rate-limited heading, Boids separation/alignment/ cohesion, wall penetration resolution, per-frame counting-sort spatial grid and overlap relaxation - Squirrel API: eve.Crowd with batch getPositions/getHeadings - example: examples/crowd (2000-agent marching / boids demo) - tests: flow field correctness, turning, seek arrival, boids convergence, wall penetration, 20k-agent smoke + script round-trip
15 lines
390 B
Plaintext
15 lines
390 B
Plaintext
// This is the configuration for the game
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// If not specified, the default values are used
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config = {
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// The width of the game
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width = 960
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// The height of the game
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height = 640
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// The title of the game
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title = "Crowd - Flow Field / Boids"
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// The debug configuration
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debug = true
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// Soft script/asset hot reload (directory watch)
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hotReload = true
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};
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