Quelea - agent-based design for Grasshopper

Agent-Based Design for Grasshopper
+ A new paradigm for 3D modeling utilizing agents.
+ Assign forces and behaviors to systems of agents to create interactions.
+ Utilize any data to drive the system.
+ Easily debug your system by displaying individual force vectors.
+ High performance, parallel algorithms, spatial data-structures.
+ Write your own custom forces, no coding required.
+ Open source framework for others to build custom behaviors.
+ Boid forces: Cohese, Separate, Align, & View.
+ Contain Agents within Brep, Box, Surface, and Polysurface environments.
+ Forces: Path Follow, Attract, Contain, Surface Flow, Seek, Arrive, Avoid Obstacle, Avoid Unaligned Collision, Sense Image, Sense Point, & more to come.
+ Behaviors: Bounce Contain, Kill Contain, Initial Velocity, Eat, Set Velocity, & more to come.

Future work:

+ Behaviors to drive simulations of people and vehicles.

+ Temporal inputs can change the actions of the system over time.

Download the add-on on Food4Rhino

If you find any bugs or have any feature requests please post them on the GitHub Issue Tracker which will allow everyone to see which bugs are open or closed and allows me to update you when it is fixed.

This is an open source project so if you need custom defined forces or behaviors for your project reach out to me about becoming a committer.

View the project on GitHub

To get started check out this video tutorial on how to set up a basic particle scene. Follow along with this example script.

Learn how to set up a flocking simulation with agents in this video tutorial and example file.

To learn more about the polymorphic type system in the latest release of Quelea see this video explanation.

For questions on how to use Quelea, please create a new Discussion.

vision radius problems

Hi Alex and everyone!

I've started using Quelea a week ago and I have an issue with vision radius. As you can see at the attached file, using the contain force component,  I want the agents to avoid the environment's boundary at the time they "see it". That means agents should steer away when they approach boundary at 1 meter distance, (1 meter is also the vision radius and the agents body radius). I set everything but when I run the timer it seems that agents have a random behaviour approaching the boundary. I have the same problem using separation, cohese etc. Any ideas why is this happening? I need the vision radius to represent actual distance at any case

Thanx in advance!