…ctor where it makes more sense.
…boids use a class-based reference to flocks. This is used for boids to see where enemies are.
After the fork for iOS. I quickly learned the areas of regular OpenGL missing in ES 1.1, including immediate mode. I made the changes there enough to get them working. Afterward, I decided it'd reduce the shift of the iOS fork's initial checkin if I first place the ES changes here, then pull them into the fork.
This example of flocking behavior is dependent on the size of the volume the "birds" are contained in. I had previously scaled up the box size to better fit the OF view settings, I hadn't scaled up the other relevant parameters proportionally as well and this led to undesired behavior. Problems still exist in the rotation function, but it is narrowed down to the lines for roll. Yaw and pitch now work correctly.
…ng behavior. Modified added files to use OF instead of glut and other custom classes used previously.
Note: project must be placed in (OF-root)/apps/(app group name)/macFlock for the project to build. This restriction appears to be typical for OF projects built in XCode (header and library paths appear to be relative, the alternative could be a parent project managing everything OF-related, or defining environment variables set by a script during install).
…ior (See: Flocking: A Simple Technique for Simulating Group Behavior. from the book Game Programming Gems - http://books.google.com/books?id=hiBFUv_FT0wC&lpg=PA305&ots=OCbFLAwb2i&dq=Flocking%3A%20A%20simple%20technique%20for%20simulating%20group%20behavior&pg=PA305#v=onepage&q=Flocking:%20A%20simple%20technique%20for%20simulating%20group%20behavior&f=false)