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Create particle flock

create_particle_flock

Build a boids-style GPU particle flock with separation, alignment, and cohesion rules. Simulates position and velocity on GPU, exposing live controls for behavior tuning.

Instructions

Build a boids-style GPU particle flock: position and velocity are simulated entirely on the GPU in two RGBA32float feedback-TOP loops, where the velocity shader implements the three classic boids rules — separation, alignment, cohesion — by scanning a stencil of neighbouring texels in the agent texture (each texel is one agent), then renormalising toward a cruise speed. Positions drive TOP-instancing of a tiny dot once per agent. Creates a new baseCOMP under parent_path holding the velocity/position feedback loops, the instanced Geometry COMP, Camera, Light, and Render TOP ending in a Null output. The behavioural complement to create_gpu_particle_field (use that instead for curl-noise/gravity drift rather than flocking); also pick a sibling for other motion: image_to_particles to spring particles onto the pixels of an image/video, create_pop_particle_system for TouchDesigner's native POP particle network, create_particle_system for a simple CPU emitter. Exposes live Separation / Alignment / Cohesion / Speed knobs. Note: the flock only evolves while the TD timeline plays. Returns a summary plus a JSON block with the container path, created node paths, the agent count, the output path, exposed controls, any node errors, warnings, and an inline preview image.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
colorNoRGB colour (0..1) of the instanced dots — the colour of the school.
countNoEdge of the square agent buffer; the flock is count×count agents (agents = count², e.g. 64 → 4096). Each agent is one texel of the RGBA32float position/velocity buffers. Capped at 256 (65 536 agents) because the per-agent neighbour scan cost grows with the texture.
speedNoCruise speed the velocity is renormalised toward each frame, so the school flies at a stable pace.
cohesionNoBoids cohesion weight: steer toward the centroid (average position) of neighbours.
alignmentNoBoids alignment weight: steer toward the average heading of nearby neighbours.
point_sizeNoRadius of each instanced dot (the sphere SOP scale).
separationNoBoids separation weight: steer away from close neighbours (collision avoidance).
parent_pathNoParent network where the flock container is created (default '/project1')./project1
expose_controlsNoWhen true (default), expose live Separation / Alignment / Cohesion / Speed knobs on the system container.
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations indicate readOnly=false, openWorld=true, destructive=false. The description adds that the tool creates a new baseCOMP with specific components, exposes live knobs, and only runs while the timeline plays. No contradictions.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is detailed and well-structured, front-loading the core purpose. While slightly verbose, every sentence adds value for a complex tool. Could be slightly trimmed but is still effective.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the complexity (9 parameters, no output schema), the description is very complete. It covers the algorithm, components created, exposed controls, return value (summary, paths, errors, preview), and a limitation (timeline dependency).

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, but the description adds significant context: explains how count translates to agents (count^2), the role of speed, the boids weights, and the relationship between parameters. It clarifies the neighbor scan cost and the default behavior.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool builds a boids-style GPU particle flock, specifies the mechanism (separation, alignment, cohesion), and distinguishes from sibling tools like create_gpu_particle_field, image_to_particles, etc. It uses specific verbs and resource names.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly tells when to use this tool vs. alternatives: 'The behavioural complement to create_gpu_particle_field (use that instead for curl-noise/gravity drift rather than flocking); also pick a sibling for other motion: image_to_particles...'. Also notes the flock only evolves while the timeline plays, which is a key usage condition.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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