| Controller (BC) Behavior Merging Controller, you can add/remove/rearrange behaviors. The input order will be the behavior execution stack | |
| Flocking (FL) Flocking Algorithm | |
| Flocking Mapped (FM) Flocking Algorithm with image color sampling override for any flocking attributes and remaping of color values | |
| Mesh Crawl II (MC) Mesh Crawling allows agent to move along a mesh object and is capable of spawning children | |
| Mesh Crawl (MC) Mesh Crawling allows agent to move along a mesh object | |
| Noise (N) 2D/3D Improved Perlin Noise | |
| Noise Mapped (NM) 2D Improved Perlin Noise with image color sampling override for any behavior attribute | |
| Separation (SB) Separation Behavior II - avoids crowding neighbors (short range repulsion) | |
| Stigmergy (ST) 2D/3D Trail Chasing Algorithm - Agents will chase agents trails | |
| Weaving Wandering (SW) Expanded 2D Wandering Algorithm using step triggers to create a weaving type movement 2D Wandering Algorithm, Wandering is a type of random steering which has some long term order | |
| Multi Path Tracking II (TT) MultiShape Path Following Algorithm capable of spawning children - see example files | |
| Multi Path Tracking (T) Multi Path Following Algorithm | |
| Multi Path Tracking II Mapped (TT) MultiShape Path Following Algorithm capable of spawning children with image color sampling override for any path attributes and remaping of color values - see example files | |
| Wandering (WA) 2D Wandering Algorithm, Wandering is a type of random steering which has some long term order. Force Values from Move Settings have a strong effect on behavior | |
| Wandering Mapped (WM) 2D Wandering Algorithm with image color sampling override for any wandering attributes and remaping of color values, Wandering is a type of random steering which has some long term order |
| Disco_Color (DC) Controls the Disco Color trail options for the Visual Settings Component | |
| Gradient_Color (GC) Controls the Gradient Color trail options for the Visual Settings Component | |
| Graphic_Polyline (GP) Controls the Graphic Polyline Color trail options for the Visual Settings Component | |
| Trail Data (TD) Controls the Trail Data for the Visual Settings Component | |
| Visual Settings (VS) Controls the visual settings for the Creeper Engine Outputs |
| Attraction Force (AF) Attracts a object towards a set of targets. Differs from Seek | |
| Bundling (B) Settings for Self Organization of Curve Networks | |
| Bundling II (BM) Settings for Self Organization of Curve Networks with image color sampling override for bundling attributes and remaping of color values | |
| Repulsion Force (RF) Repels a object away from a set of targets |
| Bundling_Engine (Nickname) Engine for Self Organization of Curve Networks | |
| Creeper_Engine_Dual (CED) Culebra Multi Object Engine | |
| Creeper_Engine (CE) Culebra Objects Engine | |
| Creeper_ZombieEngine (CZE) Culebra Object Zombie Engine |
| Move Settings (MS) Sends the move settings to the Creeper Engine. | |
| Init Settings (IS) Sends the init settings to the Creeper Engine. |
| Box Spawn (BS) Uses a box to contain the creepers spawn area in 2D or 3D | |
| Point Spawn (PS) Uses a list of points as starting positions for the creepers in 2D or 3D |
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