/* Separation: For each nearby character, a repulsive force is computed by subtracting the positions of our character and the nearby character, normalizing, and then applying a 1/r weighting. (works ok) These repulsive forces for each nearby character are summed together to produce the overall steering force */ class SeparationVec extends Vec { SeparationVec() { } void update(Vector neighbours, Vec pos) { Vec totalAwayVec=new Vec(); if (neighbours.size()>0) { for (int i=0;i