My goal with this is to create realistic, beautiful patterns with the chaos created through randomness. Eventually, I'll find a way to add code that causes each little creature to follow certain trails, which will create some very amazing effects. ==Controls:== H - Hide Variables S - Show Variables ==Sliders:== "Clones" = The number of trails in the scene. "Trail Length" = The length of the trails. "~TPS" = The "Ticks per Second" of the trails, it sets the amount of movements/decisions that can be made per second. "Direction Change" = The maximum direction a trail can move each tick. "Follow Trails" = Whether or not the trails should follow other trails. (Not functional) "Trail Strength" = No current functionality. "Fade" = Whether the trail's ends should diffuse after a short amount of time. "Speed" = How much a trail will move each tick. "Trail Width" = The thickness of the trails. "Trail Color" = The color of the trails. WARNING: Higher clone amounts and instances not running in Turbo Mode can lead to the tails of the trails flashing in and out of existence. This could potentially be harmful to people who are sensitive to flashing lights. This bug is hopefully going to be fixed soon. The TPS slider is meant to make it look "laggy" when set to higher numbers, as this is tick-based. TPS is basically setting how many actions can be made per second. If you have any suggestions please tell me! Inspiration: https://youtu.be/X-iSQQgOd1A (Coding Work) https://youtu.be/kzwT3wQWAHE (Beautiful Simulations!)
Runs at different speeds, you should be able to change them with the "TPS" slider. Please excuse the low-quality pause/unpause buttons. If you find any bugs, please tell me! To-Do List: *Add Trail-Following Code. Known Bugs: *When put on higher "Clones" values, it tends to glitch and all trails will disappear for a split second every once in a while. *My trail following code doesn't work, I'll need to find a way to re-write it. *The ends of trails will end up glitching in and out of existence every once in a while when put on higher clone/trail length values. (High Priority, this also is scratch lag to my knowledge, I'll see what I can do.)