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Boids flocking · ling-3.0-flash

Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.

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transcript · 12 messages
user

Create a full-screen flocking simulation of boids using separation, alignment, and cohesion, drawn as oriented triangles that steer smoothly and flee from the mouse cursor.

assistant
thinking
The user wants a full-screen flocking simulation of boids with:
1. Separation, alignment, and cohesion behaviors
2. Drawn as oriented triangles
3. Smooth steering
4. Flee from mouse cursor

I'll create a single index.html file with all CSS and JS inline, no external resources. Let me design a visually appealing boids simulation.

Key components:
- Canvas full-screen
- Boid class with position, velocity, acceleration
- Three steering behaviors: separation, alignment, cohesion
- Mouse avoidance (flee)
- Smooth steering with max force and max speed
- Triangle rendering oriented in direction of movement
- Nice visual effects (trails, colors based on velocity/direction)

Let me write this up.
write /tmp/ws/index.html (9593 bytes)
toolResult

Successfully wrote 9593 bytes to /tmp/ws/index.html

assistant
thinking
The file has been written. Let me verify it looks correct by reading it back, and also check if there are any issues with the code. Let me also make sure the simulation is complete and functional.

Looking at my code, I notice a potential issue with the `separate` method - I'm applying the steer result incorrectly. The `steer` method already computes the steering force (desired - current velocity), but in `separate`, I'm computing the desired velocity and then calling `steer` which computes (desired - current). That's correct.

Wait, let me re-examine the `separate` method more carefully:

1. I compute weighted average of normalized direction vectors away from neighbors
2. I normalize that average and scale to maxSpeed to get desired velocity
3. I call `steer(desiredVx, desiredVy)` which computes (desiredV - currentV) as the steering force

That's correct.

For `align`, same pattern - compute average velocity of neighbors, normalize and scale to maxSpeed, then steer towards that.

For `cohere`, compute center of mass, then steer towards it.

For `fleeMouse`, I compute direction away from mouse, scale by strength, add to current velocity, then steer towards that. This seems a bit off - let me reconsider.

Actually, the flee logic should be simpler: compute desired velocity away from mouse, then steer towards it. Let me fix that.

Also, I notice the `applyForce` is being called with `sep.x * 1.5 + sep.y * 1.5` which is wrong - I should be calling `applyForce(sep.x * 1.5, sep.y * 1.5)`. Let me fix these issues.

Let me also reconsider the fleeMouse implementation. The current approach adds the flee vector to current velocity and then steers towards that, which is convoluted. A cleaner approach: compute desired velocity away from mouse at max speed, then steer towards it.

Let me fix these bugs.

Let me fix a couple of bugs in the force application and flee logic:

read {"path":"/tmp/ws/index.html","offset":120,"limit":30}
toolResult

} } if (count > 0) { avgVx /= count; avgVy /= count; const mag = Math.hypot(avgVx, avgVy); if (mag > 0) { avgVx = avgVx / mag * this.maxSpeed; avgVy = avgVy / mag * this.maxSpeed; } } return this.steer(avgVx, avgVy); } // Cohesion: steer towards center of mass of neighbors cohere(boids) { const neighborDist = 80; let sumX = 0, sumY = 0; let count = 0; for (const other of boids) { const dx = this.x - other.x; const dy = this.y - other.y; const dist = Math.hypot(dx, dy); if (dist > 0 && dist < neighborDist) { sumX += other.x; sumY += other.y; count++; } } if (count > 0) { [213 more lines in file. Use offset=150 to continue.]

assistant
thinking
Let me fix the bugs I noticed:

1. In the `update` loop, forces are applied incorrectly: `boid.applyForce(sep.x * 1.5 + sep.y * 1.5)` should be `boid.applyForce(sep.x * 1.5, sep.y * 1.5)` - same for ali, coh, flee.

2. The fleeMouse steer logic is convoluted. Let me simplify it.

Let me fix these issues.

I see two bugs in the force application and the flee logic. Let me fix them:

edit {"path":"/tmp/ws/index.html","edits":[{"oldText":" fleeMouse() {\n if (!mouse.active) return { x: 0, y: 0 };\n const dx = this.x - mo
toolResult

Successfully replaced 2 block(s) in /tmp/ws/index.html.

assistant
thinking
The file has been written and fixed. Let me verify the final file looks correct by checking a few key sections.

Let me verify the final file is complete and correct:

bash {"command":"wc -l /tmp/ws/index.html && head -5 /tmp/ws/index.html && echo \"---\" && tail -5 /tmp/ws/index.html"}
toolResult

363 /tmp/ws/index.html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> --- requestAnimationFrame(animate); </script> </body> </html>

assistant
thinking
The file looks good. Let me verify the key parts of the simulation are correct by reading a few critical sections to make sure everything is in order.

The file is complete at 363 lines. Let me do a quick sanity check on the key simulation

bash {"command":"grep -n \"applyForce\\|steer\\|separate\\|align\\|cohere\\|fleeMouse\\|update\\|draw\" /tmp/ws/index.html | head -30"}
toolResult

27:// Mouse position (normalized 0-1, updated on move) 60: applyForce(fx, fy) { 66: steer(desiredX, desiredY) { 78: // Separation: steer away from nearby boids 79: separate(boids) { 81: let steerX = 0, steerY = 0; 90: steerX += (dx / dist) * weight; 91: steerY += (dy / dist) * weight; 96: steerX /= count; 97: steerY /= count; 98: const mag = Math.hypot(steerX, steerY); 100: steerX = steerX / mag * this.maxSpeed; 101: steerY = steerY / mag * this.maxSpeed; 104: return this.steer(steerX, steerY); 107: // Alignment: steer towards average heading of neighbors 108: align(boids) { 131: return this.steer(avgVx, avgVy); 134: // Cohesion: steer towards center of mass of neighbors 135: cohere(boids) { 152: return this.steer(sumX - this.x, sumY - this.y); 158: fleeMouse() { 168: const steer = this.steer(desiredX, desiredY); 169: steer.x *= strength * 3; 170: steer.y *= strength * 3; 171: return steer; 176: update() { 197: draw() { 242:function drawBackground() { 269:function drawMouseIndicator() { 292:function drawTrails() {

assistant
thinking
The file looks good. Let me verify the complete simulation logic is correct by checking the force application in the animate loop and the update/draw methods.

Everything looks correct. The simulation is complete with all the required features. Here's a summary of what's in the file: **`/tmp/ws/index.html`** — A full-screen boids flocking simulation with: - **250 boids** drawn as oriented triangles that point in their direction of travel - **Three steering behaviors** (Craig Reynolds' classic flocking): - **Separation** — steers away from nearby boids (weighted by inverse distance squared) - **Alignment** — steers towards the average heading of neighbors within 60px - **Cohesion** — steers towards the center of mass of neighbors within 80px - **Mouse fleeing** — boids within 150px of the cursor flee with a strength that increases as they get closer - **Smooth steering** — forces are capped by `maxForce` and velocities by `maxSpeed` - **Visual polish**: - Color-coded by speed (hue shifts, brightness/saturation vary) - Subtle glow effect on each boid - Faint connection lines between very close boids (<25px) - Radial gradient background with a subtle grid - Mouse proximity indicator (red glow ring) - Semi-transparent trail persistence for motion blur effect - Edge wrapping so boids loop around the screen - Touch support for mobile devices No external resources, CDNs, or network requests — fully self-contained and sandboxed.

TAKE IT TO CODE

A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.

RUN

modelling-3.0-flash
vendorinclusionai
harnesspi-agent
generated2026-08-01

EVALUATION

4/5 working

Boids form flocking clusters with visible mouse-avoidance rings; triangles move smoothly on their own, matching prompt.

Vision grade · anthropic/claude-sonnet-5

MEASUREMENTS

Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.

idle motion7.4%
on click7.9%
on drag8.6%
on wheel7.5%
on enter + space8.1%
on arrow keys7.9%
on w/a/s/d5.8%
frame spread10.8 / 255
console errors0
js errors none

METRICS

runtime24.3s
tokens in35k
tokens out5.5k
cached27k
cost / run$0.0000