Here's the latest scoop on how the project is going: Boids research is pretty much complete. I've noticed that all of the algorithms and simulations that others have developed do not have any input for the boids to specify where they should go... But we should be able to add something to help guide them in a certain direction. Otherwise they might end up going straight indefinitely. Random terrain generation/rendering is pretty much done. It's really slow though, especially at 640x480. Perhaps we need to simplify/optimize it a bit. There's some clouds, too, but I'm not quite happy with them yet. There's a (ugly) web site up... http://www.thomasbak.com/boids. Eventually it'll be a little more useful. The next things to add are: Actual boid movement. Different viewpoints: manual control, smart-follow, boid view Boid modelling, texturing, bump-mapping(?), rendering. Trees, houses, shrubbery, dogs, etc Dynamically extend the terrain in infinite directions. Shadows(?) Lighting(?) Pretty Clouds I don't know what will be done by the second deliverable. Boid movement and trees, probably. Oh, now that we know how we're going about doing this project, we can give out some point values... Rendering: 30 Render the landscape Render the boids Render scenery Animation: 35 Move the boids around in real time Multiple viewpoints Modelling: 15 Model the boids in 3-d (Only 15 points because we're artistically challenged) Other: 20 Boid movement algorithm Random terrain generation algorithm