Boids Implementation

Hi all,

I recently created working classes of Craig Reynolds’ boids flocking algorithm that are now stable enough for release! It’s implemented in N-dimensions with 2- and 3-dimensional optimized versions which are rather quick. It would be useful to have some feedback from the community and/or get some bug reports/feature requests.

It lives here: Enjoy!

Nice, trying this out now. Should be a lot of fun for spatial sound work!