Introduction:
(In general) 3D Flocking is:
flock (or flock like) behavior as possible, in order to accurately represent groups of it.
Understanding the problem(s):
The units must *consistantly* be close enough to see each other such that they can take what
the other nearby units are doing into account. If we just let a bunch of flockers go, they
will eventually (1) Go off into the distance and (2) Split into subflocks that will most
likely never re-unite (illustrated below.)
Keeping proximity
Solving the problem(s):
a waypoint in a set of way points that have been setup.
flockers.
(aka. Probably going to be occupying the same space in short order--because we moved into them,
they into us, or both.)
encountered it before.
This can be done every frame of the game, or in a seperate thread every on a fixed time interval. The process
for doing this is the same process that one might use to determine the basis axis-vectors of a camera, referred to
as the Frenet frame.