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Create particle flock

create_particle_flock

Creates a boids-style GPU particle flock in TouchDesigner with separation, alignment, and cohesion rules, controlled via live knobs. Returns the container path and controls.

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). 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
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.
separationNoBoids separation weight: steer away from close neighbours (collision avoidance).
alignmentNoBoids alignment weight: steer toward the average heading of nearby neighbours.
cohesionNoBoids cohesion weight: steer toward the centroid (average position) of neighbours.
speedNoCruise speed the velocity is renormalised toward each frame, so the school flies at a stable pace.
colorNoRGB colour (0..1) of the instanced dots — the colour of the school.
point_sizeNoRadius of each instanced dot (the sphere SOP scale).
expose_controlsNoWhen true (default), expose live Separation / Alignment / Cohesion / Speed knobs on the system container.
parent_pathNoParent network where the flock container is created (default '/project1')./project1
Behavior4/5

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

Annotations indicate non-destructive and open world behavior. The description adds valuable context: simulation only on timeline play, GPU feedback loops, node creation under parent_path, and live control exposure. No contradictions with annotations.

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

Conciseness3/5

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

The description is a single dense paragraph that could be broken into sections for clarity. It front-loads the core purpose but includes technical details that increase length. Some sentences are verbose.

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 and no output schema, the description thoroughly explains the return format (summary + JSON with container path, node paths, agent count, etc.), timeline requirements, and limitations (count cap). It covers all essential contextual details.

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

Parameters3/5

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

Schema coverage is 100%, so the baseline is 3. The description adds context by linking parameters to 'live Separation / Alignment / Cohesion / Speed knobs', but does not detail each parameter beyond what the schema provides.

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 creates a boids-style GPU particle flock with a specific verb 'build' and 'creates', and distinguishes it from the sibling 'create_gpu_particle_field' by noting it's a 'behavioural complement' for flocking vs. curl-noise/gravity drift.

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

Usage Guidelines4/5

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

The description explicitly recommends using the sibling 'create_gpu_particle_field' instead for curl-noise/gravity drift, providing a clear alternative. However, it does not discuss other potential alternatives or when not to use the tool beyond that one comparison.

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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