This Geometry Nodes setup provides a framework for simulating biological flocking behaviors, such as groups of birds or schools of fish. It implements the classic boids system, relying on the core rules of cohesion, alignment, and separation to generate complex emergent crowd movement dynamics.
The system is organized across three modifier slots dedicated to initialization, behavior, and rendering. The initialization stage defines starting entity counts and positions, while the behavior logic runs the simulation itself. The rendering setup handles instancing aligned objects onto the generated entities. Users can adjust simulation bounds with parameters like visibility radius, friction, velocity momentum, and substeps. It also allows flocks to interact with scene geometry, enabling them to pursue target attractors or dynamically avoid designated obstacles.