void Start()
    {
        squareMaxSpeed        = maxSpeed * maxSpeed;
        squareNeighborRadius  = neighborRadius * neighborRadius;
        squareAvoidanceRadius = squareNeighborRadius * avoidanceRadiusFactor * avoidanceRadiusFactor;

        for (int i = 0; i < startingCount; i++)
        {
            Boids new_boid = Instantiate(boidPrefab, Random.insideUnitCircle * startingCount * boid_density,
                                         Quaternion.Euler(Vector3.forward * Random.Range(0f, 360f)), transform);

            new_boid.name = "Boid " + i;
            new_boid.Initialize(this);
            boids.Add(new_boid);
        }
    }