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