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Create particle flock

create_particle_flock

Build a boids-style GPU particle flock in TouchDesigner with separation, alignment, cohesion rules. Generates a controllable flock system with live knobs and preview output.

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
Behavior5/5

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

Annotations indicate readOnlyHint=false and destructiveHint=false, and the description consistently describes a creation (non-destructive) process. It adds behavioral details like timeline dependency and GPU simulation via feedback loops.

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

Conciseness5/5

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

The description is front-loaded with the core purpose, then details mechanisms, sibling distinction, timeline note, and return format. Every sentence adds necessary information without redundancy.

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?

Despite no output schema, the description comprehensively covers the return format (summary plus JSON block with container path, node paths, errors, warnings, inline preview). It also explains the internal GPU feedback loop mechanism, making the tool's behavior fully understood.

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

Parameters4/5

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

Schema description coverage is 100% for all 9 parameters. The description adds value by explaining the cap on agent count due to performance and the cruise speed renormalization, enriching parameter understanding beyond the schema.

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 explicitly states it builds a boids-style GPU particle flock using three classic boids rules. It clearly distinguishes from the sibling create_gpu_particle_field, which is for 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 Guidelines5/5

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

Provides explicit guidance on when to use this tool versus the sibling (for flocking vs. curl-noise) and notes that the flock only evolves while the timeline plays, which is critical for correct usage.

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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