it might work the same way joints work for us- a gap between the two seperate bones to allow them to bend. They won't have cartilage holding them together, but fortunately these simulations won't require it ^^
@@technoeevee6969 The problem is I think adding joints and bones begins to make the simulation too complex and could result in a situation where everything with a bone and joint just ends up losing because they take too long to become better than the simpler other versions
I would love to see a game based around this! Maybe a "God-like" game where you first come up with a shape, give it an environment, (ie,, water, ground, food source) you drop it somewhere, and let it go to see if it can evolve to survive. Keep up the great work man!
OminousPineapple I've heard of this game called "Species." I don't know where to buy it, but I've seen people playing it on RUclips. I think that closely matches what you're looking for.
You would get different sets of creatures that would collect resources in different ways, whatever ends up evolving. Some may move to collect, others may sit and wait, and others still would move resources to them.
The fish example at the end is interesting. You'd think the spine comes from the biology of animal development, transporting nutrients, protection, etc. But it's functional just based on locomotion. Maybe bony fish evolved just to get away from predators or catch up with prey.
the spine wast actually evolved for locomotion in this simulation. it was just a section along the middle of the fish that would gain no benefit for being muscle cells. just think about it, the fishes fins wouldn't move left or right if it expanded or contracted cells in the center, so there was no point for them to be there
Some ways to add realism would be an digestory system to eat food, energy costs and many creatures in one ecossystem, also 3d would be cool, althrough we would probably not have particle physics for water then without serious optimization but the digestory system idea would be more realistic with it.
Please post again!! I love this video so so much, it is so cool, and I would love to see more of this!! And more videos, this got me really interested in Evolution. Please post again.
This is just amazing. Neural Networks are the closest way to understand nature. Wait, when I see the fish "developed" a spine, we already understanded how this world was made right!
Mateusak These were not neural networks but genetic algorithms. Neural networks are more about developing a general process than mutating something into solving one task
Actually there are neural networks there, this is what controls behavior of each cell :) In that context, we call them artificial gene regulatory networks, but computationally, they are the same thing.
@@mjoach so are you using something that works like a CPPN to control the growth of cells that follow simple signal propagation rules, or are the cells themself neural network-controlled?
I rarely comment on youtube, but this is mindblowing! 😵 Please tell me this is open source or at least if there's like a standalone version that we can experiment with! 😍
I live this to bits. It's exactly what we should be working on, so away with hollow avatar systems and actually put biology in things like games and simulations
Diginess Unknown That's really neat. I should check your GitHub out sometime. Maybe I could help improve the project since I have a basic knowledge of JS which lets me create things such as if else loops and whatnot.
1:07 No concept of leg or tail, eh? Well, what's that flexible whippy thing on the creature's end? And what are those two stubby things it's running on?
@Michał Joachimczack is this available to the public, because I'm working on a bachelors in radiology, and majoring in evolutional theory, and this would be amazing for my spare time as a game to help me understand muscle flow.
Most of the exps in the video were done with my soft-body physics implemented on top of rigid-body part of the Bullet Physics engine. I'm in the process of replacing it with a much more stable and much faster engine and I will open source it in a few weeks.
Hi, I'm doing similar research/hobby projects and so far I've been experimenting with Bullet/Box2D using their existing framework to implement soft bodies but this proved to be really computationally expensive to do properly. I am also not very educated in physics so a ready made soft-body physics engine would really stream line my projects to get to the good stuff and not have to worry about the physics. Is this engine of yours up yet and is it available for download? Do you got a github account or similar? P.S. Also want to say that I'm a huge fan of your work, this kind of stuff is what I'm striving to accomplish myself! Cheers from an undergrad at the University of Gothenburg, Sweden! P.P.S. Does your engine also include the fluid mechanics and particle diffusion (morphogen) seen in many of your videos?
Hey, thanks a bunch for the kind words! The code is not on GitHub yet, it is still a terrible mess after I decided to replace Bullet Physics with LiquidFun (check it out!), but I am working to bring it towards more general usability right now, so hopefully people like you can find it useful :) As for fluid mechanics as you can imagine it becomes very costly if we try to combine it with evolution, but I am indeed experimenting with it (hence the use of LiquidFun). And as for morphogen diffusion I do not explicitly simulate it, I only use a very simplified approach to provide some basic means of direct communication between cells. I tried more realistic approaches in the past, but couldn't justify the added costs. Anyway, feel free to get in touch if you need some pointers!
Ah yes, very costly indeed. My projects are normally open continuous simulations which means I'd like a couple thousand (at least) organisms simulated at the same time rather than having an explicit fitness function. I once experimented with liquid dynamics and diffusion as I wanted to simulate concentrations of various fluids such as pheromones, poison, resources they need to proliferate etc. But simulating that over the whole world space with an acceptable resolution proved way to costly, like several orders of magnitude of an acceptable level... I have experimented with gauss/normal distribution around discrete "macro" particles that represent the field's local centers of mass as of late which seems to be extremely more efficient. Do you use something similar? Also, something I've found very difficult, how do you calculate the forces of your swimmers? I mean a surface moving and pushing is pretty trivial to calculate the forces but things like pressure I have no idea how to simulate without a discrete density grid liquid particles. It does look like your octopus looking creatures utilize pressure when they swim, do they and how did you solve that in that case? Thanks, I'll check out LiquidFun, thanks for the tip!
Well, it's really hard to make open worlds and my feeling is that usually the complexity of what evolves there is lower than what can be achieved with some simpler evolutionary algorithm (if complexity is something one cares about...). But it's largely because of overwhelming computational costs and the fact that it is so much harder to control the direction of evolution in an open system. One needs to tune things here and there to prevent trivial local minima and that takes time. So good trade-off between realism and speed is the most essential thing here. As for diffusion gradients, yes, I've been using normal distributions around macro particles in the past as well, so I think it is a reasonable approach if one cares about speed. As for pressure forces - not sure what you mean. In this system, there is no explicit concept of fluid pressure. If you mean fluid drag, there is just one simple equation that depends on the angle of attack of an edge against "fluid".
Fascinating! Will you consider making a video explaining the gene regulatory network? I perused your research paper but i'm having difficulty understanding the process.
Cool work :) You mention "A rudimentary model of fluid drag". Do you have any pointer on that? Do you use a third party middleware for the physic simulation (Box2D? Bullets...)? Thanks!
Yes, most stuff in the video was Bullet Physics, thought it was it's rigid-body part bend by me to simulate soft-bodies, not the best way to do it. I now rewrote it to use LiquidFun (a mod of Box2D), which seems much faster in these scenarios. As for fluid drag, check the simple equations in our older GECCO paper: goo.gl/Yt2UKt and you can find original references there as well.
I'd really enjoy seeing how you can simulate survival needs like food, shelter, and interactions from dangerous 'other' animats, who are also part of the simulation, but I'm aware how much more effort this would entail. Eventually though, that's where I see this going. Am I far off?
Here, the focus was automatically designing robots, but so called open ended evolution in a virtual world is something we would like all to see one day. And in a sense, it has been done many times, but computational costs are high, so it is hard to get really complex creatures in these types of experiments. E.g., have a look at a work of my colleague, where you actually have agents evolve in a virtual world and try to run away from predators: ruclips.net/video/CoAyJzed5vo/видео.html
@@MyFavoriteDisease yeah they kinda interpret it as they seem to fit -see, this one's true -we just proved it's not -it's a metaphor I mean, I don't give a damn what you believe in, just don't try to convince me you have an answer for literally EVERYTHING in one book. Damn it, I started ranting again -_-
@@kerfuritogonzales wow your rants are about 1000% more efficient than mine. lol Gotta have a release of emotion about stupid things in life every now and then, nothing wrong with it, you go for it.
I love this. I stand in awe of your coding prowess. I see you tested terrestrial and aquatic life. Any attempts at avian, flight-capable life? Perhaps allowing the animats to convert some cells to lighter, but non-actuateable, solid cells to facilitate forming "feathers" for wings? Or maybe convert muscle tissue to lighter-than-air helium bladders? Out of curiosity, have you tried incentivizing the animats to minimize fuel consumption (amount of contraction)? How long (in terms of hours [or days?] spent running the program) did it take to generate the creatures in this video? Once the code is available I'd love to try it for myself, but I'm afraid it'd make my computer explode.
When I first saw this giant block of text I thought it was going to be a giant essay on how evolution doesn't exist. Thank you for being a sensible human being.
Hey I'm really interested in the state of computer-programmed evolutionary algorithms and projects, do you use a site for recent information on it or a forum? It's hard to find current videos on youtube at least but this video is only 3 months old compared to most of the others that people upload, which can be up to 9 years old and a bit dated.
I don't run a website, but maybe check out the proceedings of Artificial Life conference, where many researchers from this field meet and show their work. You will always find a few papers with some artificial creatures there. The proceedings are open access: mitpress.mit.edu/books/proceedings-artificial-life-conference-2016
Look up a game called Crescent Loom. There's no evolution in it, but you design creatures, from their skeletal structure and muscular build to the neuron network inside the brain. You control which muscles contract and relax and when, thus creating movement! It's exciting to build something and then watch it come to life
Add rigid cells and elastic cells. then you can have muscle, bone and connective tissue. Just muscle is already insteresting but with bones I think many surprises will come up!
Dude this is cool af it should be implemented in some kind of game that stores all evolutionary data from all players and just gets better and better at evolving, also what if you let it go and let it evolve with millions of cells
This is quite impressive, but there are a few things you need to make more realistic animats. 1. A centralised mass of neurones somewhere in the animat acting as a brain. 2. Bones. 3 the ability to collect resources and then turn those into energy
this is quite possibly one of the greatest things I've ever seen.
Yes
I didn't expect to see you here! And it is really cool.
I'm still waiting for that part 2.
How do you have 50 subs
@@discountcoconut1458 I made shitty gaming videos in high school.
same where it be
Sexually Active Narwhal His computer is still calculating
Part 2 where u at tho
Perhaps a new type of cell that is specifically able to be ridgid would be cool to see what sort of skeletal structures would evolve
Bones no shells.
How would joints work? I’d imagine there would need to be another special cell for that but it could become too complex and wouldn’t work
it might work the same way joints work for us- a gap between the two seperate bones to allow them to bend. They won't have cartilage holding them together, but fortunately these simulations won't require it ^^
@@technoeevee6969 The problem is I think adding joints and bones begins to make the simulation too complex and could result in a situation where everything with a bone and joint just ends up losing because they take too long to become better than the simpler other versions
@@shanedancer3895 *Shrug* still worth a try, right?
Love the jelly look of the creatures. Can't wait for the code!
I would love to see a game based around this! Maybe a "God-like" game where you first come up with a shape, give it an environment, (ie,, water, ground, food source) you drop it somewhere, and let it go to see if it can evolve to survive.
Keep up the great work man!
there are a few games like that. can't remember the names of them, but the randomly generated life forms were creepy as all shit
OminousPineapple
I've heard of this game called "Species." I don't know where to buy it, but I've seen people playing it on RUclips. I think that closely matches what you're looking for.
Species is free to play. just search for their website and you can download it.
I played a game at EGX in the UK a couple months ago called “Ecosystem” - it’s exactly what you’re describing
Spore
How about eveloving them with two goals, 1. To move. 2. To collect reasorces. ?
That can be reduced to one goal: collect resources.
You have to move to collect resources, so it would evolve to move.
+VoltzLiveYT, Not necessarily if you're in water and the resources can move to you. :D
JNCressey but a creature that can move, it will have access to more food, and thus be more successful than one who doesn't
VoltzLiveYT, depends how much the ability to move ends up costing it resourcewise as to whether it's worth moving.
You would get different sets of creatures that would collect resources in different ways, whatever ends up evolving. Some may move to collect, others may sit and wait, and others still would move resources to them.
The fish example at the end is interesting. You'd think the spine comes from the biology of animal development, transporting nutrients, protection, etc. But it's functional just based on locomotion. Maybe bony fish evolved just to get away from predators or catch up with prey.
the spine wast actually evolved for locomotion in this simulation. it was just a section along the middle of the fish that would gain no benefit for being muscle cells. just think about it, the fishes fins wouldn't move left or right if it expanded or contracted cells in the center, so there was no point for them to be there
The spine probably has all those uses and more. It's a pretty integral part of our biology.
@@linsproul3548 true, but that's probably why the spine is in that specific location.
Some ways to add realism would be an digestory system to eat food, energy costs and many creatures in one ecossystem, also 3d would be cool, althrough we would probably not have particle physics for water then without serious optimization but the digestory system idea would be more realistic with it.
Three year old video, claims there'll be a part two at the end... I'm still hopeful.
Half Life 3 confirmed
@@Gunth0r half life 3/2 is out tho
Super work, please release to Github, a lot of people are starting to get interested in evolving systems and this is great stuff.
Anyway after a few billion years it will evolve into creationists
0:06 When he said "Animats". I felt that.
Seems the algorithm decided to show this video to a quite a few new people. Myself included
A Gold Soldier me too
It's evolving too
This is a such a cool simulation. I love how they can change to their enviorment.
Every week i check this tab i left open... i cant wait for the source :D
PM me when it's here
I don't think he's checking his tab every week. Source is never coming and the particle liquid video is never coming.
Rec0iL you still checking?
Is it here, yet?
@@LimeRavioli i dont think so
OHMYGOD I saw the videos you did 3 years ago, I was so excited about them. and now you do this!! and something even cooler soon!! that's so awesome
wow, thanks for that, glad you liked it!
Wow, this is truly the best ALife example I have seen since Karl Sims.
Please post again!! I love this video so so much, it is so cool, and I would love to see more of this!! And more videos, this got me really interested in Evolution.
Please post again.
i feel like something like this could be used to see what creatures on other planets may look like
Yeah that would be cool
That would be really cool
Exactly
When do you think it'll be avaible for download?
Working on it whenever I get a chance, but with the current speed, it will probably take me another month.
Michał Joachimczak Okay. I'm really looking forward to it. No need to hurry, though.
this is so cool dude
omfg please release a beta
A month passed, I wonder how its going.
that is so cool to see how evolution came up with all these solutions by itself, and how we can see how these solutions developed.
This is just amazing. Neural Networks are the closest way to understand nature. Wait, when I see the fish "developed" a spine, we already understanded how this world was made right!
Mateusak These were not neural networks but genetic algorithms. Neural networks are more about developing a general process than mutating something into solving one task
Actually there are neural networks there, this is what controls behavior of each cell :) In that context, we call them artificial gene regulatory networks, but computationally, they are the same thing.
Michał Joachimczak Is it possible to have cells differentiate for different bodily tasks?
@@mjoach so are you using something that works like a CPPN to control the growth of cells that follow simple signal propagation rules, or are the cells themself neural network-controlled?
I rarely comment on youtube, but this is mindblowing! 😵 Please tell me this is open source or at least if there's like a standalone version that we can experiment with! 😍
This is so simple but so complex at the same time. Can't wait to see what else we can come up with.
I live this to bits. It's exactly what we should be working on, so away with hollow avatar systems and actually put biology in things like games and simulations
these are so cool! i cant imagine how other lifeforms on other planets look like
You think that's hard? I'm doing an entire project on scientifically plausible aliens.
Sorry if you got the impression I was bragging, I wasn't.
It's been over 2 years now... can I see the next video? Please?
You probably aren’t reading this but I really want some more content like this. I think it’s really interesting
I have been waiting for a new, well made genetic algorithm video for a while. Thanks! If there are any more similar to this, I would love to see them!
I'm learning to program in school and I love it. I'm not nearly capable of creating amazing things like this and it's making me quite jealous. XD
XregularC Just keep at it and you’ll be at this level before you know it
Lmao, at least you know how to program. Im too stupid to do something like programming.
This is awesome! I can't wait for the even-better-how-is-it-even-possible thing you previewed, so hyped :D
I need this so much in my life! I need to put this on for weeks, so when I come back I see a fully walking huge animal
You should make the animat loops longer, some of the animations were too fast to register properly. great job!
This is honestly so fascinating and amazing! As a bio student, this is making me incredibly happy
I really like how this used graph network before it was cool
Very nicely done!
Now I need to learn to code so I can make this sort of stuff myself >3>
this stuff is phd level to warn you
123TeeMee I'd do simpler evolutionary algorithms .__. not this level, holy shit
Lock Ray you could do something on scratch to start off with, something like this scratch.mit.edu/projects/94438660/
PHD level? come on. GAs aren't at all complicated. The bulk of the work for this would be in the animation.
Diginess Unknown That's really neat. I should check your GitHub out sometime. Maybe I could help improve the project since I have a basic knowledge of JS which lets me create things such as if else loops and whatnot.
this is fantastic! I'm curious to see how far and complex it can become
Ahh, I still remember making sure to check out when the hew part comes out...
2 years later, no follow up... :(
Sammy Blaze he's a stupid liar
"coming soon!"
7 years later:
Imaginations and simulations drive evolution throughout the nation... 😯
Next step? 3d of course!
I have two questions:
A: How much computing power is required to run them;
B: Can I, a normal user, download the programs required to run them;
1:07
No concept of leg or tail, eh? Well, what's that flexible whippy thing on the creature's end? And what are those two stubby things it's running on?
soon!
Thanks for working on downloads!
Man i love this kind of work! Keep it up! Cheers from Argentina!
This would be pretty cool if used for a 3D model, I wonder if there is a program like that? I've seen about motor evolution but not physical.
and we are still waiting
@Michał Joachimczack is this available to the public, because I'm working on a bachelors in radiology, and majoring in evolutional theory, and this would be amazing for my spare time as a game to help me understand muscle flow.
1:19 ah yes, the crippled seal. truly a marvel of evolution
Fantastic video!
So cool! What physics engine? Any source code you can share?
Most of the exps in the video were done with my soft-body physics implemented on top of rigid-body part of the Bullet Physics engine. I'm in the process of replacing it with a much more stable and much faster engine and I will open source it in a few weeks.
Hi, I'm doing similar research/hobby projects and so far I've been experimenting with Bullet/Box2D using their existing framework to implement soft bodies but this proved to be really computationally expensive to do properly. I am also not very educated in physics so a ready made soft-body physics engine would really stream line my projects to get to the good stuff and not have to worry about the physics. Is this engine of yours up yet and is it available for download? Do you got a github account or similar?
P.S. Also want to say that I'm a huge fan of your work, this kind of stuff is what I'm striving to accomplish myself! Cheers from an undergrad at the University of Gothenburg, Sweden!
P.P.S. Does your engine also include the fluid mechanics and particle diffusion (morphogen) seen in many of your videos?
Hey, thanks a bunch for the kind words! The code is not on GitHub yet, it is still a terrible mess after I decided to replace Bullet Physics with LiquidFun (check it out!), but I am working to bring it towards more general usability right now, so hopefully people like you can find it useful :)
As for fluid mechanics as you can imagine it becomes very costly if we try to combine it with evolution, but I am indeed experimenting with it (hence the use of LiquidFun). And as for morphogen diffusion I do not explicitly simulate it, I only use a very simplified approach to provide some basic means of direct communication between cells. I tried more realistic approaches in the past, but couldn't justify the added costs. Anyway, feel free to get in touch if you need some pointers!
Ah yes, very costly indeed. My projects are normally open continuous simulations which means I'd like a couple thousand (at least) organisms simulated at the same time rather than having an explicit fitness function. I once experimented with liquid dynamics and diffusion as I wanted to simulate concentrations of various fluids such as pheromones, poison, resources they need to proliferate etc. But simulating that over the whole world space with an acceptable resolution proved way to costly, like several orders of magnitude of an acceptable level... I have experimented with gauss/normal distribution around discrete "macro" particles that represent the field's local centers of mass as of late which seems to be extremely more efficient. Do you use something similar?
Also, something I've found very difficult, how do you calculate the forces of your swimmers? I mean a surface moving and pushing is pretty trivial to calculate the forces but things like pressure I have no idea how to simulate without a discrete density grid liquid particles. It does look like your octopus looking creatures utilize pressure when they swim, do they and how did you solve that in that case?
Thanks, I'll check out LiquidFun, thanks for the tip!
Well, it's really hard to make open worlds and my feeling is that usually the complexity of what evolves there is lower than what can be achieved with some simpler evolutionary algorithm (if complexity is something one cares about...). But it's largely because of overwhelming computational costs and the fact that it is so much harder to control the direction of evolution in an open system. One needs to tune things here and there to prevent trivial local minima and that takes time. So good trade-off between realism and speed is the most essential thing here.
As for diffusion gradients, yes, I've been using normal distributions around macro particles in the past as well, so I think it is a reasonable approach if one cares about speed.
As for pressure forces - not sure what you mean. In this system, there is no explicit concept of fluid pressure. If you mean fluid drag, there is just one simple equation that depends on the angle of attack of an edge against "fluid".
I can watch this for hours.
Wow, that one was really beautiful. What's the 2021 status of it?
he lied
@@Moon-ge8mc What do you mean?
when will it come to a github near me
VERY COOL! what software allows you to have soft hexagons like that?
thats actually amazing! the spine epiphany even. Waiting for part 2 also..
Fascinating! Will you consider making a video explaining the gene regulatory network? I perused your research paper but i'm having difficulty understanding the process.
that fish with the active flanks only is fascinating
This is so interesting, why you stopped making this type of experiments?
Did you ever consider/try adding apoptosis? Would be interesting to see a system like this work out movement using only a regulatory system for growth
Cool work :) You mention "A rudimentary model of fluid drag". Do you have any pointer on that? Do you use a third party middleware for the physic simulation (Box2D? Bullets...)? Thanks!
Yes, most stuff in the video was Bullet Physics, thought it was it's rigid-body part bend by me to simulate soft-bodies, not the best way to do it. I now rewrote it to use LiquidFun (a mod of Box2D), which seems much faster in these scenarios. As for fluid drag, check the simple equations in our older GECCO paper: goo.gl/Yt2UKt and you can find original references there as well.
this makes me so happy.
Looks very nice. Are there any updates on this?
so whens part 2 gonna come? we're only 2 months away from this being 3 years old
I'd really enjoy seeing how you can simulate survival needs like food, shelter, and interactions from dangerous 'other' animats, who are also part of the simulation, but I'm aware how much more effort this would entail.
Eventually though, that's where I see this going. Am I far off?
Here, the focus was automatically designing robots, but so called open ended evolution in a virtual world is something we would like all to see one day. And in a sense, it has been done many times, but computational costs are high, so it is hard to get really complex creatures in these types of experiments. E.g., have a look at a work of my colleague, where you actually have agents evolve in a virtual world and try to run away from predators: ruclips.net/video/CoAyJzed5vo/видео.html
Don't worry guys it just software that can grow, adapt and evolve. Nothing to be scared of.
meanwhile creationists: "I have a book"
"...and only 95% of it has been disproven yet, so the rest must be correct!"
@@MyFavoriteDisease yeah they kinda interpret it as they seem to fit
-see, this one's true
-we just proved it's not
-it's a metaphor
I mean, I don't give a damn what you believe in, just don't try to convince me you have an answer for literally EVERYTHING in one book.
Damn it, I started ranting again -_-
@@kerfuritogonzales wow your rants are about 1000% more efficient than mine. lol Gotta have a release of emotion about stupid things in life every now and then, nothing wrong with it, you go for it.
still waiting for part
wheres part 2
Where can I learn more about this? Is there any talk or presentation about such projects?
When will this be ready for download?
Now make them fly :)
Is it ready already?
holy crap, that is amazing work. simply fascinating to watch :)
is this project ongoing? any source files?
My cat definitely noticed something worth smelling at on the screen
Guhuru, widzę że stałeś się sławnym RUclipsrem :-) 150tyś odsłon.
I love this. I stand in awe of your coding prowess. I see you tested terrestrial and aquatic life. Any attempts at avian, flight-capable life? Perhaps allowing the animats to convert some cells to lighter, but non-actuateable, solid cells to facilitate forming "feathers" for wings? Or maybe convert muscle tissue to lighter-than-air helium bladders?
Out of curiosity, have you tried incentivizing the animats to minimize fuel consumption (amount of contraction)?
How long (in terms of hours [or days?] spent running the program) did it take to generate the creatures in this video? Once the code is available I'd love to try it for myself, but I'm afraid it'd make my computer explode.
When I first saw this giant block of text I thought it was going to be a giant essay on how evolution doesn't exist. Thank you for being a sensible human being.
Hmmm... where is the continuing? I want to see
Hey I'm really interested in the state of computer-programmed evolutionary algorithms and projects, do you use a site for recent information on it or a forum? It's hard to find current videos on youtube at least but this video is only 3 months old compared to most of the others that people upload, which can be up to 9 years old and a bit dated.
I don't run a website, but maybe check out the proceedings of Artificial Life conference, where many researchers from this field meet and show their work. You will always find a few papers with some artificial creatures there. The proceedings are open access: mitpress.mit.edu/books/proceedings-artificial-life-conference-2016
Great work, may I ask you what engine or environment for making this project? Thanks.
He answered elsewhere saying it's the Bullet Physics engine.
This is great!
Thanks, go evolution!
what about rigid cells? what if you give them the ability to grow bones?
Kiedy to wyjdzie?/When will it release?
“So what next?” Don’t play dumb, I think we both know the answer to that: world domination.
And then the universe.
they will destroy humanity one wiggly wiggly step at a time
you think we could use this ourselves? I really wanna play around with this program
Look up a game called Crescent Loom. There's no evolution in it, but you design creatures, from their skeletal structure and muscular build to the neuron network inside the brain. You control which muscles contract and relax and when, thus creating movement! It's exciting to build something and then watch it come to life
Add rigid cells and elastic cells. then you can have muscle, bone and connective tissue. Just muscle is already insteresting but with bones I think many surprises will come up!
Any updates on the release date? Thanks!
Amazing! Soon enough, we'll be simulating evolution and maybe create discoveries?
Dude this is cool af it should be implemented in some kind of game that stores all evolutionary data from all players and just gets better and better at evolving, also what if you let it go and let it evolve with millions of cells
Is it almost done?
Can we get this on our phones and stuff?
This is quite impressive, but there are a few things you need to make more realistic animats.
1. A centralised mass of neurones somewhere in the animat acting as a brain.
2. Bones.
3 the ability to collect resources and then turn those into energy
They should make a game based on this.
Hi I see you haven't shared any video after this. Can you share your paper with me?
FOOLS Youve just created another dimension!
is the program ready?
I subscribed immediately. Great editing, great presentation, cool shit, im sold
where must I study to learn this kind of stuff?