Boids flocking · qwen3.6-flash
Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.
transcript · 6 messages
Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.
thinking
The user wants a boids flocking simulation in a single HTML file with: - Full-screen canvas - Boids as oriented triangles - Three rules: separation, alignment, cohesion - Boids steer smoothly - Boids flee from mouse cursor - All CSS in <style>, all JS in <script>, no external resources Let me build a complete, polished implementation.
/workspace/index.html (11608 bytes)Successfully wrote 11608 bytes to /workspace/index.html
thinking
The file is written. Let me verify it exists and is complete.
{"command":"wc -l /workspace/index.html && head -3 /workspace/index.html && echo \"---\" && tail -3 /workspace/index.html"}415 /workspace/index.html <!DOCTYPE html> <html lang="en"> <head> --- </script> </body> </html>
thinking
The file is written. Let me provide a summary of what was built.
Done — `/workspace/index.html` contains the full self-contained boids flocking simulation with: **Three classic flocking rules:** - **Separation** — boids steer away from neighbors within 28px (inverse-distance weighted, so close peers repel harder) - **Alignment** — boids steer toward the average heading of neighbors within 80px visual range - **Cohesion** — boids steer toward the center of mass of nearby neighbors **Plus:** - **Mouse flee** — a visible repulsion radius (140px) where boids flee from the cursor with distance-weighted force - **Edge avoidance** — soft steering away from viewport boundaries - **Speed clamping** — min/max speed enforced each frame - **Smooth steering** — acceleration integrated with decay (0.92 factor), clamped to 0.6 max accel **Visual features:** - Oriented triangle boids drawn as polygons with bright cores and colored glow - Hue shifts based on heading, saturation/brightness based on speed - Semi-transparent background redraw creates motion trails - Mouse repulsion zone shown as a faint radial gradient **Performance:** - Spatial hash grid (`CELL = 80px`) for O(n) neighbor lookups instead of O(n²) - 350 boids at full res with devicePixelRatio scaling - Delta-time capped loop step for stability No external resources — runs entirely sandboxed.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.