This paper discusses simulation of flocking behavior for computer animation purposes. The 'boids' in the flock decide how they should move based on the local environment and the position of other members of the flock relative to themselves. Key contributions * Discussion of natural flocking behavior * Behaviors that lead to flocking * How to combine the different behavior Behaviors that lead to flocking * "Collision avoidance" * Velocity Matching with nearby members of the flock * "Flock Centering" - trying to maintain proximity to flockmates In order to reduce the running time and also to be more realistic, the author breaks the space up such that each flock member only has to consider its local environment.