Boids flocking · glm-4.5
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.
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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 me to create a flocking simulation (boids) with the following features: 1. Full-screen canvas 2. Boids drawn as oriented triangles 3. Three classic boid behaviors: separation, alignment, and cohesion 4. Smooth steering 5. Boids flee from the mouse cursor 6. All in a single index.html file with inline CSS and JS 7. No external resources, CDNs, or network requests Let me create this simulation: 1. Boid class with position, velocity, acceleration 2. Separation: steer to avoid crowding local flockmates 3. Alignment: steer towards the average heading of local flockmates 4. Cohesion: steer to move toward the average position of local flockmates 5. Mouse flee behavior 6. Draw as triangles oriented in the direction of velocity 7. Smooth steering using acceleration/velocity limits I'll write this all in one index.html file.
I'll create a full-screen flocking simulation with boids that exhibit separation, alignment, cohesion behaviors, and flee from the mouse cursor.
/tmp/ws/index.html (13023 bytes)Successfully wrote 13023 bytes to /tmp/ws/index.html
thinking
I've created a complete flocking simulation in a single HTML file. The simulation includes: 1. **Full-screen canvas** that resizes with the window 2. **150 boids** drawn as oriented triangles that point in their direction of movement 3. **Three classic boid behaviors:** - **Separation**: Boids steer away from nearby flockmates to avoid crowding - **Alignment**: Boids steer toward the average heading of neighbors - **Cohesion**: Boids steer toward the average position of neighbors 4. **Smooth steering**: Using acceleration, velocity, and force limits 5. **Mouse flee behavior**: Boids flee from the mouse cursor when it gets close 6. **Visual effects:** - Triangles oriented in velocity direction - Size and brightness vary with speed - Subtle gradient background - Mouse repel area indicator - Blue-cyan color scheme for the boids 7. **Edge handling**: Boids turn away from screen edges rather than wrapping 8. **Touch support**: Works on mobile devices too The simulation runs entirely client-side with no external dependencies.
I've created a complete flocking simulation in `index.html`. The simulation features: **Boid Behaviors:** - **Separation**: Boids steer away from nearby neighbors to avoid crowding - **Alignment**: Boids align their direction with nearby flockmates - **Cohesion**: Boids steer toward the center of nearby flockmates - **Mouse Flee**: Boids scatter away when the mouse cursor approaches **Visual Features:** - Full-screen canvas with dark gradient background - Boids drawn as oriented triangles that point in their direction of travel - Triangle size and brightness increase with speed - Subtle red glow shows the mouse repel zone - Blue-cyan color palette with slight hue variation per boid **Technical Details:** - 150 boids with smooth steering using acceleration/velocity limits - Edge avoidance (boids turn away from screen boundaries) - Touch support for mobile devices - All code inline - no external dependencies Move your mouse over the canvas to see the boids scatter!
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.
RUN
EVALUATION
Boids flock in clusters with cohesive triangle shapes and constant smooth animation, matching flocking sim prompt.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.