When you spawned the food and the creatures "follow its path", it reminded me of the ant colony simulation. The ants walk randomly in all directions and each ant puts traces behind, and when it finds food it returns to the colony and puts different trace that lead to the food source. All the nearby ants then follow the path to the food source. An amazing strategy inspired by ants in real life.
not to mention each ant that follows the path puts down the same markers and slightly deviates from the path, meaning it gets stronger and stronger as well as more optimized over time
It woukd be very interesting if the brain cells in this life ending could evolve to share information. Maybe that kind of behavior would be a good way of implementing it. Though it would also be interesting just to see brain cells that tell other cells in an area when a condition is met.
Human Programmer: Bugs are Features in Evolution [sets cell size to 1.5] Evolution: Hold my beer.. [abused quantum physics to become more efficient in photosynthesis]
well i don't think there's any quantum stuff going on here. the cells still occupy a rigid lattice, it's just a graphical bug from them being displayed on fractions of pixels rather than full ones.
I think an update that could be good would be environmental factors. Maybe temperature or moisture level or something like that could affect the organisms somehow, and different areas of the grid would favor different organisms and stats, and you could watch the organisms adapt as you edit their environment
I didn't expect to find this to be so cool, I'm learning coding and now I really want to make my own life/evolution simulators. I've only messed around with one simulation so far, forcing all mutations to add a cell and nothing else. Also seeing through self. I've ended up with large stationary 'flowers' that either have a lot of killer cells on the outside or armour cells, they will dominate for a while but after the oldest start to die the corpse will prevent new flowers from spawning and will cause massive areas of food that can't be eaten because of the 'wall' of flowers preventing the moving species from breaking through. I always assume this is the extinction event because the moving creatures lose more and more territory and they can't kill the flowers. Eventually though, there will just enough of a hole for a moving creature to get in, they then breed like crazy and eat all of the food. This creates space for the flowers to breed again and the cycle repeats. I thought that my simulation would create very large creatures that would all go extinct very quickly, instead it seems that the flowers reached a good design and now whenever they mutate that new design dies off quickly and the species remains almost the same even over long periods of time. The moving creatures do change and I think they'll eventually cause the final extinction due to being eventually unable to break through the 'wall' probably because they're too fat or scared of killer or armour cells.
every moving thing is now a fat blob with loads of eyes that constantly jitters due to being scared of everything while the flowers are all armoured with killer 'tails' that scare off predators. The largest creature was 36 cells edit: actually, there are no predators, the blobs are so scared of everything that they just jitter in place until they either die and their corpse is eaten by another blob or the flowers die and they can run past them to the food. The blobs have learned that their survival is not up to them, their many eyes are only useful for watching the walls of deadly flowers close around them as they shiver in fear. If they are lucky the flowers will die of old age and they can suck up enough food to breed a bunch of new blobs to repeat the process.
I've created shoggoths that only know fear. Their own parents, children and the endless walls of encroaching flowers. I'm honestly kind of upset and disturbed.
Herd mentality, if there are others surviving in that direction, it's likely possible to find food there. Movers are often predators so better run away? Or it's just luck. The behaviours are random mutations.
To be honest... you should probably fix that instead of trying to keep it. You could replace it with something like a "trails" toggle, but it definitely shouldn't be allowed to exist in it's current form. I've also noticed that custom-sized grids tend to be off center, and that the "reset camera" option doesn't handle them quite as well
In the beginning was the Word, and the Word was with God, and the Word was God. 2He was with God in the beginning. 3Through him all things were made; without him nothing was made that has been made. (John 1:1-3)
When you spawned the food and the creatures "follow its path", it reminded me of the ant colony simulation. The ants walk randomly in all directions and each ant puts traces behind, and when it finds food it returns to the colony and puts different trace that lead to the food source. All the nearby ants then follow the path to the food source. An amazing strategy inspired by ants in real life.
not to mention each ant that follows the path puts down the same markers and slightly deviates from the path, meaning it gets stronger and stronger as well as more optimized over time
It woukd be very interesting if the brain cells in this life ending could evolve to share information. Maybe that kind of behavior would be a good way of implementing it. Though it would also be interesting just to see brain cells that tell other cells in an area when a condition is met.
it reminds me of a slime mold -
Human Programmer: Bugs are Features in Evolution [sets cell size to 1.5]
Evolution: Hold my beer.. [abused quantum physics to become more efficient in photosynthesis]
for those wondering, yes, its actually legit
ruclips.net/video/or5qN0SHJC4/видео.html
or, we just haven't figured the quantum states properly.
@@TurtleAcademyFarsi photosynthesis literally abuses how light reflects inside objects.
well i don't think there's any quantum stuff going on here. the cells still occupy a rigid lattice, it's just a graphical bug from them being displayed on fractions of pixels rather than full ones.
@@humanleader184 The OP is talking about actual evolution, not the simulation.
I think an update that could be good would be environmental factors. Maybe temperature or moisture level or something like that could affect the organisms somehow, and different areas of the grid would favor different organisms and stats, and you could watch the organisms adapt as you edit their environment
yesss
The ability to leave a property on the ground is quite interesting
It's like they leave their own little mucus trails. Cute!
I didn't expect to find this to be so cool, I'm learning coding and now I really want to make my own life/evolution simulators.
I've only messed around with one simulation so far, forcing all mutations to add a cell and nothing else. Also seeing through self.
I've ended up with large stationary 'flowers' that either have a lot of killer cells on the outside or armour cells, they will dominate for a while but after the oldest start to die the corpse will prevent new flowers from spawning and will cause massive areas of food that can't be eaten because of the 'wall' of flowers preventing the moving species from breaking through. I always assume this is the extinction event because the moving creatures lose more and more territory and they can't kill the flowers.
Eventually though, there will just enough of a hole for a moving creature to get in, they then breed like crazy and eat all of the food. This creates space for the flowers to breed again and the cycle repeats.
I thought that my simulation would create very large creatures that would all go extinct very quickly, instead it seems that the flowers reached a good design and now whenever they mutate that new design dies off quickly and the species remains almost the same even over long periods of time. The moving creatures do change and I think they'll eventually cause the final extinction due to being eventually unable to break through the 'wall' probably because they're too fat or scared of killer or armour cells.
every moving thing is now a fat blob with loads of eyes that constantly jitters due to being scared of everything while the flowers are all armoured with killer 'tails' that scare off predators. The largest creature was 36 cells
edit: actually, there are no predators, the blobs are so scared of everything that they just jitter in place until they either die and their corpse is eaten by another blob or the flowers die and they can run past them to the food.
The blobs have learned that their survival is not up to them, their many eyes are only useful for watching the walls of deadly flowers close around them as they shiver in fear. If they are lucky the flowers will die of old age and they can suck up enough food to breed a bunch of new blobs to repeat the process.
I've created shoggoths that only know fear. Their own parents, children and the endless walls of encroaching flowers. I'm honestly kind of upset and disturbed.
Thats very interesting!
How do you make your own
@@one_logic code
Don't set it to a value under 1 though, it will lock up.
What value?
The cell size one?
he did at 3:44
that's awesome, you go find some pond water or a blood sample and look at it under a microscope and that's exactly what you see
havoc on the bitrate lol
Dung beetle are rather important. There is a reason why I am on and on about dung beetle. Less stagnant food areas.
Thank god you linked the artist of the bg music :>
Be interesting if movers produced less than stationary producers.
There’s a setting where you can disable moving producers entirely
@@infinitytower8957thats not what he means
Wait, why do they move away from mover cells and move towards armor cells?
Herd mentality, if there are others surviving in that direction, it's likely possible to find food there. Movers are often predators so better run away? Or it's just luck. The behaviours are random mutations.
Maybe plants got armor
I *need* to try this out myself.
What is actually happening
2:58 this reminds me a city
Oh boy the RUclips compression algorithm does not like this
maybe a difrent kind of producer wich uses 1 food ( and maybe something like water or it uses extra time) to create fat wich stores food
Nice idea!
@@shrekeyes2410 thx
the fat does not have to be visible of course
is the ambient music also on that soundcloud account? if not then where can i find it?
cool bug xD
have you checked if your simulation is Turing Complete?
I dont think it would be. This is evolution, not cellular automata.
To be honest... you should probably fix that instead of trying to keep it. You could replace it with something like a "trails" toggle, but it definitely shouldn't be allowed to exist in it's current form.
I've also noticed that custom-sized grids tend to be off center, and that the "reset camera" option doesn't handle them quite as well
this is valid
neutrons are also random things, as everything else, according to the soup model
emergent behaviour (random creations), under that assumption, you just let it randomly try all combinations
who created the minimum pieces
God did
but you are gods
you simulated bacteria
The rumble in the music is terrible. I had to mute because it is soooo anoying. Great video though. Awesome to watch CA in whatever from.
Gematria444:360=1.23*Monad
0:03
Try 1.2
Try 3.14...
soil
😱
Wot
This is how God created string theory.
God: How do we get rid of the fractal dimensions
Holy Spirit: That's not a bug, that's a feature
Holy Spirit is God, no?
In the beginning was the Word, and the Word was with God, and the Word was God. 2He was with God in the beginning. 3Through him all things were made; without him nothing was made that has been made. (John 1:1-3)