3D Graphics

Flocking Tool

Recently there has been a lot of talking and experimentation with flocking in ICE. Kim Aldis and Brad Gabe have both done some neat implementations of flocking, and Phil wrote some impressive compounds early on to deal with not only flocking but similar behaviors like chasing, path/maze navigation and so on.

I found myself joining the bandwagon on my last project where we needed a quickly-constructed tool to handle crowds of flying dragons. It was suprisingly quick (hours not days) to implement a basic flocking system using simple cohesion, alignment and avoidance, as well as some path following and artist-driven steering.

Andy Jones had some great input into dealing with banking and vertical alignment, so I learned a lot making this tool. This is where ICE is at it’s best – rapid development of production solutions on the fly. Below is a result. (The video is intentionally zoomed out, when the project results are public I’ll update the article with more detailed images.)


Diffusion limited aggregation in ICE

Diffusion-limited aggregations are formed in nature as a result of particles of matter diffuse through a solution and are deposited onto surfaces over time, forming nodules or clumps. Examples are mineral deposits, depositions on electrodes during electroplating processes etc. It’s a relatively easy process to mimic in particle systems. I’ve created some ICE compounds which let me create aggregates with varying tropisims, deposition rates, separation and so on. Here are some results.

ICE Work

I will be publishing a number of ICE compounds soon, after the site changes are ready and I have some time.