Animation Using Behavior Functions
This paper describes the use of behavior functions to create systems of graphic objects which appear to be behaving purposefully. These functions determine the motion of an object based on the status of the other objects in its environment. Several useful classes of behavior functions are described. Functions using just the positions of objects at the previous time interval can model pushing, pulling and tendency to maintain distance. When a second preceding time step is used, a wide array of behaviors can be obtained including avoidance, hitting, fish schooling and the playing of ball games.
KeywordsRubber Expense Timothy Preconceive
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