Simulation of 4096 birdlike objects called “boids”, based on the classic algorithm developed by Craig Reynolds in 1986. Three fairly simple rules lead to complex behaviour similar to flocking birds:

  1. Each boid steers towards others.
  2. Each boid steers away from others when they’re too close.
  3. Each boid aligns its direction with its neighbours.

In this version all boids will also steer towards the center of the screen if they stray too far. This keeps them visible most of the time.