1.3 restructures the plugin to be much more simple to work with internally. I would only recommend updating if you are not using many blueprint nodes as these may need to be recreated (this is a one-time deal).
New to Flocks 1.3:
Completely rebuilt the plugin from the ground up to better support parallelism and GPU shaders. Updates are much easier to implement. Algorithm should now be more efficient, and have a reduced memory footprint.
MAC SUPPORT! The plugin will now run correctly in METAL.
Description:
Simulating huge amounts of Boids in optimal frame rates has never been easier than it is with Flocks. Supporting a massive 65000+ agents at runtime, and with a large array of modifiable values, you can create life-like flocks with no effort at all. With built-in support for Restriction Volumes, you can easily define areas that are off-limits - or use Goal/Flee Volumes to make flocks that dynamically react and run away from predators!
Flocks allow you to modify every aspect of the simulation at runtime - change values for Cohesion, Separation, Alignment, Speed, Scale - and many more. Define groups that have different meshes/settings and change how they interact with each other at the flick of a switch.
Despite running on a complex optimized code algorithm, Flocks comes with full Blueprint Support which boasts a heavy focus on ease-of-use. Changing the scale of one agent, or randomizing the speed of every agent is as easy as calling a single function in Blueprints!
Changelist:
New to Flocks Version 1.1:
Animation support! Simple VAT animations can now be applied to the simulation - these can be built directly from a skeletal animation in the editor. Add more life to your world, simulate birds, butterflies, insects and more. With the power of Vertex Animated Textures, you can easily run 20,000+ animated meshes in 60FPS.
New to Flocks Version 1.2:
Added Interaction + Health Support! You can now line trace for boids, allowing developers to use them for interactive gameplay! Add raycasting weapons that can damage boids and increase the immersion of your games.
Video Tutorial Series: Link