James Keats // Programmer
This project was not a game, but more of a tech demo. It emerged from a challenge prompted by my professor for Artificial Intelligence for Games, Dean Lawson. In our Game AI class, one of the first things we discussed was steering and flocking using the classic rules for cohesion, alignment, and seperation. My professor noted that most Game Programmers took Networking for Online Games at the same time as AI, and he loved to see people combine the two classes in interesting ways. Something in particular that he always wanted to see was a huge flock of networked boids circling around the entire room. One of my friends, Charlie McGarey, and I raced to see who could network our boids first. This was the result.
Unfortunately, it's a logistical nightmare to record the project working across an entire computer lab. Instead, here's a video of the Boids running across 4 local instances:
The project was made using a client-server architecture. The following flow was used to improve simplicity:
In retrospect, this project would have been significantly easier with a peer-to-peer architecture instead of client-server, but this choice made sense at the time with what we had learned in class.
The Networked Boids project was a fun little side thing, and looks awesome when the Boids travel across large distances. Reach out to me at firstname.lastname@example.org if you want an executable of the project!