Skip to content

Latest commit

 

History

History
115 lines (94 loc) · 6.3 KB

README.md

File metadata and controls

115 lines (94 loc) · 6.3 KB

🦠 Artificial Life (ALife) 🍀

English 🇺🇸 | Русский 🇷🇺

Artificial life: battle of multicellular organisms.

Idea is taken from the project "The Battle Of Clans" by Simulife Hub.

Version: 1.6.3 (15.04.2024)

Demoversion
Full version

Screenshots 📸

Open me!

Features ✨

  • It works right in a browser: you don't need to download anything, just go by the link.
  • You can run worlds up to 1800x1800 tiles in size.
  • It renders on GPU using WebGL, so it's 10x faster!
  • A required memory buffer allocates when a simulation starts, so JavaScript's garbage cleaner isn't busy. Processing is 2x faster.
  • It works on mobile devices.

Description 📖

ALife simulates evolution of multicellular organisms.

How It Works

The simulation field consists of many squares (a "Tile"). Each tile contains a some amount of resources: organic and charge. There may also be a living cell on the tile (a "Cell"). Each cell has its own energy reserve and consumes a little each turn. If there isn't enough energy, the cell dies. When a cell dies, organic and charge remain in the 3x3 tiles area (amount of charge = energy that was in the cell). If there is too much organic or charge in a tile, it becomes poisoned. The cell dies if its tile is poisoned.

Cells can be different types:

  • Leaf. Each turn gets energy from the sun. The more organic there is in a tile under a leaf, the more energy it can get. If two leaves touch, both stop producing energy.
  • Root. Converts organic into energy. Doesn't die on organic poisoning.
  • Aerial. Collects charge. Doesn't die on energy poisoning.
  • Shoot. Each shoot has its own genome. Following the commands of the genome, the shoot can create new cells around itself, turning into wood, eat any cell nearby (except wood), etc. The color of the shoot depends on the amount of energy it has (black - little, white - a lot). If the shoot accumulates 50K energy, it falls off the wood to which it is attached and become single-celled. A single-celled shoot can move around the field and eat organic.
  • Wood. Transports energy from producing cells to shoots.
  • Seed. A dormant shoot. If the wood to which the seed is attached dies, the seed wakes up and turns into a shoot that will continue to follow the commands of the genome. Sometimes, before waking up, a seed shoots out and flies through some number of tiles. If the such a seed collides with another cell, both die. Also, the seed will fall off and wake up if it accumulates 30K energy.
Type Consumption
Leaf 10
Root 10
Aerial 10
Wood 10
Shoot 50
Seed 5

Simulation Settings

On the home page, you see the simulation settings:

  • Seed. The number from which the simulation will be created. Simulations with the same settings and seeds will give the same result.
  • Field size. The size of the simulation in tiles.
  • Sun level. The higher the sun level, the more energy leaves can get.
  • Initial density. Density of location of the first shoots. 1/9 - means that on every ninth tile (on the average) will be a shoot. 1/6 - on every sixth, 1/50 - on every fiftieth, etc.
  • Organic, charge. The amount of organic and charge that will be in each tile when the simulation will start.

Once you have configured the parameters, click the "Start" button.

  1. Levers that control camera zoom and simulation speed.
  2. "Pause/Resume" pauses/resumes the simulation. "To Center" resets camera position and zoom. "Snapshot" saves a snapshot of the world.
  3. "Iteration" - iteration number. "Cells alive" - the current number of alive cells. "FPS" - the average number of frames per second, click to change the goal FPS.
  4. Rendering mode control. "Rendering mode" for cells and "Backgound rendering mode" for tiles.
  5. Shows what is happening in the world. Hold and move the mouse to change the camera position. Click on a tile to select it.
  6. Counters of energy in the world. "Organic" - the amount of energy in organic form. "Charge" - amount of charge. "Energy" - amount of energy in living cells. "Total" - the sum of all counters.
  7. If checked, rendering is disabled.
  8. Productivity. "Rendering time" - the time spent rendering the current frame. "Processing time" - the time spent processing the current frame. "Productivity" - the average number of living cells that can be processed per second.
  9. Simulation seed.
  10. Saves simulation as a file. To open it, click the "Import" button in simulation settings.
  11. Recording control. "Save" - saves the recording. "Stop" - stops recording.

Sandbox

The sandbox shows the development of one species separately. To go to the sandbox, select a tile with a shoot or a seed and click the "Save" button. The sandbox will open in a new tab. The genome of the selected shoot (seed) will be loaded into it.

Click the "Download" button to save the species as a file. To open the species, follow the "Sandbox" link on the home page.

Recording reader

To open a recording, follow the "Recording reader" link on the home page.

If someting isn't clear enough, please, write about it in Issues.