Minor changes to README.md

pull/1/merge
Jak Daniels 2014-07-19 14:39:45 +01:00
parent 14d9f6d4ee
commit 50b5c96406
1 changed files with 7 additions and 15 deletions

View File

@ -16,32 +16,24 @@ Configuration
To become active, the module needs to be both referenced and enabled in the ini files. Otherwise it does nothing on startup
Entry is as follows:
Entry is as follows and in addition various config parameters are available to control the flock dynamics.
[Boids]
enabled = true
removing the Boids group or setting enabled = false will switch off the module
In addition various config parameters are available to control the flock dynamics
enabled = true ;removing the Boids group or setting enabled = false will switch off the module
flock-size = 100 ;the number of Boids to flock
max-speed = 3 ;how far each boid can travel per update
max-force = 0.25 ;the maximum acceleration allowed to the current velocity of the boid
neighbour-dist = 25 ;max distance for other boids to be considered in the same flock as us
desired-separation = 20 ;how far away from other boids we would like to stay
tolerance = 5 ;how close to the edges of things can we get without being worried
tolerance = 5 ;how close to the edges of things can we get without being worried
border-size = 5 ;how close to the edge of a region can we get?
max-height = 256 ;how high are we allowed to flock
boid-prim = fish01 ;By default the module will create a flock of plain wooden spheres,
;however this can be overridden to the name of an existing prim that
;needs to already exist in the scene - i.e. be rezzed in the region.
By default the module will create a flock of plain wooden spheres, however this can be overridden
boid-prim = fish01 names the prim to use to represent each boid in the flock
currently this prim needs to already exist in the scene - i.e. be rezzed in the region.
Eventually this will be an inventory lookup
Various runtime commands control the flocking module behaviour - described below. These can either be invoked