Region Module - ability to control flocks of prims within an OpenSim scene To build from source Add OpenSimBoids source tree under opensim/addon-modules ./runprebuild.sh against opensim root to build this module into the solution then xbuild, or build within Visual Studio / Monodevelop to produce the binaries OpenSimBoids has no external dependencies other than the dlls currently included in opensim. The project generates a single dll - OpenSimBoids.Modules.dll which is copied into opensim/bin as part of the build step 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 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 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 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. Various runtime commands control the flocking module behaviour - described below. These can either be invoked from the Console or in world by directing them to a chat channel. To specify which channel to use: chat-channel = 118 the chat channel to listen for boid commands on Runtime Commands The following commands, which can either be issued on the Console, or via a chat channel in-world, control the behaviour of the flock at runtime flock-stop or /118 stop ;stop all flocking and remove boids from the region flock-start or /118 start ;start the flocking simulation flock-size or /118 size ;change the size of the flock flock-prim or /118 prim ;change the boid prim to one already rezzed in the scene flock-framerate or /118 framerate ;only update the flock positions every frames ;only really useful for photography and debugging boid ;behaviour Boid prims Any currently rezzed in-scene-object can be used as the boid prim. However fps is very much affected by the complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to throw the constituent parts of a 200 linked prim dragon. Tests show that <= 500 single prims can be flocked effectively - depending on system and network However maybe <= 300 simple linksets can perform as well. I intend to allow inventory items and UUIDs to represent the boids - this is not written yet however. Prebuilt binaries etc.. to follow Please Note This module is currently only tested against opensim master. If it is found to work against a stable release, then that behaviour ought to be considered as a bug - which I will attempt to fix in the next git push. Status probably made it to alpha by now ... Next Steps I want to improve the ability of the boids to avoid obstacles within the scene. Current avoidance is pretty basic, and only functions correctly about fifty percent of the time. Need to improve this without increasing computational cost. Licence: all files released under a BSD licence