An article about natively building SDF fractal noise by iteratively blending spheres as opposed to traditional noise displacement. By Inigo Quilez.

evolution of the object editor for :
- the first level of the jogdial allows to select the parameter(s)
- the second level increase or decrease the parameters with custom limits for each parameter

basic configurable 3d button for :
- hover & pressed detection
- draggable or not
- compute drag distance in global space
- emit signals for major events

update on module for : you can use a "layer" system to group them with attractors, colliders and targets -> if not in the same group, boids do not floow each other, don't "see" colliders, etc.
in video, there are 3 groups: red, green & cyan
the big shaking dots are the barycenter of each group


a bit of tech p*rn to finish the day: code is getting more and more ready to perform intensive setup
scene #1: pushing everybody in a tube
**meaning of labels in top left corner**:
- frame per seconds
- time to solve the frame (CPU side)
- number of collisions to solve in current frame
- active boids count


eventually! i have a decent algorithm to register a box in a grid: starting at the first point, a serie of positions are generated in the box depending on the size of the box and size of cells
No more 3d collisions, just a simple value to adjust (subdivision) to increase the quality (and increase the cpu load...) - this step is finished! yiipiiieeeee

OMG! the new version of will rock! We have tested this example today at ( V4, the master branch of godot repository, is sure not ready for production, but the evolution of the render quality is already mesmerizing.
(there are jpeg compression glitches, see hd here:

fast box registration in a grid: it is far from perfect, but same code can also be used for collision, more precise than grid registration
it's great to be able to prototype algorithm in gdscript > you work on code while it's running: i've made a livecoding perf for myself all day :)
music: Anima Exhalare by Eths


thanks to a smart nesting of objects, sources can compute the closest targets for each boid and send it to it


it's now possible to set "source" of , +choose the shape and the initial orientation of the boids
in the right panel, you can see the params available
next step is to add "target" objects, where the boids will aim to.


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