← All work PRJ_04 — Simulation / Behaviour · 2026

FLOCK
EXPERIMENTS

Real-time fish-schooling tests — boids flocking pushed past the classic three rules into reactive behaviour (fear, surface breaching), coupled to a live water simulation with custom splashes.

// complex fish behaviour — fear & surface jump, in a live water sim
Boids-style fish schooling in a Unity water scene — a startled school scatters and breaks the surface, throwing wakes and splashes

A startled school scatters and breaks the surface — the flocking drives wakes, ripples and custom splashes across the water in real time. Running in Unity (KWS Water 2 + custom splash FX).

Role
Solo dev
Built with
Unity · C#
Type
Simulation / Behaviour
Year
2026
// overview

Flock Experiments is an ongoing series of real-time fish-schooling tests — boids-style flocking taken past the classic three rules into more complex, reactive behaviour, and staged inside a live water simulation rather than an empty box.

The Reynolds base — separation, alignment and cohesion — keeps a school coherent; layered on top are reactive states like fear-driven flight and surface breaching, where a startled shoal scatters and individual fish jump clear of the water.

The flock is coupled to the water itself (KWS Water 2 plus custom splash effects), so schools leave wakes and ripples as they move and throw real splashes when they breach — the behaviour and the water feed back into each other, which is the part these tests are really about.

// highlights
  • Boids core — separation / align / cohesionRULES
  • Reactive fear / flee responseFEAR
  • Surface-breach (jump) behaviourJUMP
  • Water-coupled wakes + custom splashesSPLASH
  • Real-time in UnityLIVE