in order to have bibites that interact with the environment like beavers or primates, you have to first establish plant evolution. plants with armor, plants that kill them, plants that give more or less food, even invasive plants would definitely help achieve that goal. overall, i really enjoy watching this project grow and grow! keep it up! :) also eyyy i made it in the vid as comment lol!
would be more cool to have 'plantlike' bibites who ca go down the path of solar based generation i think definitely food source niches are one of the big things missing, they should be able to specialise more and into more different food sources
The best evolution simulators are the ones that are built line by line. It's clear you have been METICULOUS with this game, and I hope you're proud of yourself.
36:10 It's so funny, you got "only" 1800 generation (42 times less than the lab), but it took you "only" 10 months, which is exactly 42 times less time than their 35 years. Both your artificial life and real bacteria evolve at the same rate, which is crazy! Great job 😊
@@BartJBols Yeah I think Bibites have a far higher mutation rate... And also have way higher complexity (They have something approximate to fucking Neurons)
One thing I think this simulator needs is more niche possibilities, such as different plant parts like fruit, wood, leaves, and roots, or maybe things like rotting meat
@@TheBibitesDigitalLife Since you mentioned beavers molding their environment perhaps some sort of like, idk, inedible debris of some sort that its possible for bibites evolve traits around. Imagine randomly evolved primitive nesting behaviors.
Definitely also make bibites and plants able to evolve to become poisonous or otherwise harmful in some way. Would add a lot of variety to the interactions. Some bibites developing resistances, getting niches to themselves, other bibites learning to avoid the harmful thing, then non-harmful things evolving to look like the harmful thing because bibites are avoiding them, et cetera.
personally, i think the best starting point would be something analogous to plankton clouds, without collision and large enough that multiple bibites can feed from it simultaneously. should help with performance, too
What it there was walls with different "pushable" and "diggable" values that let the bibites build homes and also allow for genetic variation in a smaller area
It kinda makes the evolutionary tree harder to track than the previous scheme though. Perhaps keeping the family name for several generations/genetic distances and only varying the genus frequently, would keep the best of both worlds. It's also similar to how IRL naming usually works, with the scientist name as the genus, while the family name is shared across many
The behavior of these bibites blew my mind! Evolving red skin to disrupt pheromone production, using pheromones to mob foreign species, taking turns eating, running away before giving birth, being less antisocial when starving... That's SO COOL!! It's come so far since I last downloaded it, and the new species analysis tools will make tracking these longterm sims so much easier.
@@TheBibitesDigitalLife that’s so cool! Will you guys do a podcast or something after both of you guys develop both games to a properly finished state?
this is genuinely such a cool project. im so happy to see this silly project evolve and become more complex, even if it takes 10 more months for it to be reflected in the channel lol
At 34:25 you hit the main problem of all life simulators: diversity in actual biological systems is due to the fact that new species *become the environment*, sometimes literally, as in endoparasitism, and sometimes as a mass effect, as in trees or corals. Failing to implement this results in something that, more than an evolutionary simulation, is an evolutionary algorithm, and those converge to a single solution when given a single set of boundary parameters. This particular simulation promotes diversity by artificially introducing different environments, which certainly is a factor in biological diversity, but tends to simply produce a single convergence of the algorithm for each environment.
The biggest problem is that you need huge sample sizes to support that sort of a thing. If this thing falls over when you get over a couple thousand entities, there is no way that you could support an entire food chain evolving independently
@@DudemcmanStudios I realize there is a huge misunderstanding, here: this is a simulation of *unicellular* beings. It is correctly compared to a RL experiment with bacteria. Because the user interface, I think most viewers do not realize this. It also has some parameters, like field of vision, that do not really apply to unicellular creatures, and misses some features like ECM, the fact that food generally floats around (leading to a lot of sessile species) and the fact that unicellular creatures are on a constant quest to get rid of each other with antibiotics. To keep this realistic, it shouldn't develop plants as we know them, but something like cyanobacteria and feed the system chemical energy, rather than edible pellets. This would create a sort of Lotka-Volterra equilibrium between species that convert energy and predators, which would at least force *two* species to coexist.
@@justintimeleave1360 without trying to find a formal proof, which would probably be a bit of a nightmare, running an evolutionary algorithm on a periodically changing set of boundary conditions almost certainly converges to a set of periodical states that would be metastable under constant conditions. In plain English: if you switch seasons fast enough that none of the species has time to become extinct, the system converges to as many solutions as there are seasons, with one of them thriving for each season. These species aren't the optimal ones for each season, as they have to survive through the other three. This is really not, very different conceptually from having four fields with different conditions at the same time: whether you stagger them chronologically or spatially, each region will have its winner, and the winner will be a bit different from the winner it would have if the region were isolated (or constant) because of raids at the border.
@@TheBibitesDigitalLife latinized names are cool, but i found that the same genus name often being given for bibites that are descended from different ancestors belonging to different genus (and sometimes even two different genuses). The result is called a polyphyletic group. As a biologist i have to say it is considered a severe taxonomic sin. It is like putting human and chicken into one genus, but dog and penguin into another genus. It occurs sometimes in biology, especially before molecular phylogeny, but in your case you precisely know each species ancestry, so it is pretty easy for you to fix this.
@@wormballisn't that normal in lower part of taxonomy? What genus should the ancestor of 2 different genera belongs to if not its own genus? Like we and chimpanzees are different genera, but there was a point when we share an ancestor. If we put that ancestor in its own genus, then it would be paraphyletic. If we put the ancestor in the genus Pan or Homo, then it would be paraphyletic. If we merge the entire group into a single genus, we will end up with a monophyletic genus containing human, chimpanzees, and all of our ancestors. But then what about our common ancestor with gorillas? The same question can be repeated until all life on earth belong to a single genus, making it utterly useless for classification. I believe that question would become even messier for species definition.
@@refindoazhar1507 you are talking about totally different problem. I am talking about the fact that about one fourth of new genera in bibites are proudly called Lunaloutrae (and other genera are also often called after the same undoubtedly very generous people). It is the same as if one fourth of eumetazoan genera in all phyla were called Eumeta. Your problem is such that the linnaean nomenclature is incompatible with cladistics' requirement of monophyletic taxa. So if we have two species, their common ancestor can not have species name at all, cos one of the species will be paraphyletic (even if we name the ancestor with third species name, it will not include both descendants, so it will be paraphyletic). And if we have two e. g. orders, their common ancestor can not have order, family, genus and species name, only superorder and above. But if we give up on strict cladistics, we can be relatively fine with linnean names, so most of our taxa will be paraphyletic. But i think deliberately calling tons of obviously different genera with the same name is the absolute evil.
I have an idea for keeping the simulation from ramping beyond your computer's capabilities. If you tie the rate of generating plant material to the current simulation biomass you can set a hard limit to the amount of biomass and by extension the number of entities in the simulation. For example if the biomass is limited to 10,000 then as the simulation approaches a high number of bibites, the amount of plant food sources decreases. On the opposite side, meat food sources should deteriorate over time to return the available biomass to creating more plants as the bibites die. In theory, this would make a more strict limit on the population than competing over nearby resources but would more closely represent how it works in real life, the amount of matter on earth doesn't increase. The available organic matter might go up from microscopic life consuming inorganic material, but that just shifts the "biomass limit" to the available inorganic material for the bottom of the food chain. Basically, as the population starts to reach the limit of computing power, the food generation decreases to prevent the simulation from expanding exponentially.
The main problem wasnt the bibites overpopulation I think, but instead many many small plant pellets that werent eaten, I manually make plant pellets rot away in a really slow pace to clear out all those tiny bits that will never be eaten
Yeah limit of biomass seem like a good and realistic idea. As the bibit start to ressemble more reality that would be interesting. Plant dying and roting away should also be a mecanism to manage thing (that could also put more diverse evoluationnary pressure, as the eating abit of the bibit influence their environement more)
@@CoqueiroLendario yeah this is another important feature, because otherwise some random food super far away will just say in the simulation forever, taking away from the biomass available
One idea it might be good to add is individual memory, memories are passed down in evolution but if a bibite looks away from food for one tenth of a second it has no memory of it at all, a basic short term memory might be a neat ability to evolve, this could also help with them wandering off because they could remember in what general direction the food is
@@燧發槍 could it be possible in a neural network in some way? If not, he would need to invent or find an entirely new brain system that can store information. If yes, the bibbits could evolve it by themselves by just rearranging neurons.
If the neurons read the previous frame value of their inputs instead of current, and loops were allowed, this could allow for memory to evolve spontaneously.
guys, I just watched the previous episodes, and a new algorithm called B.I.O.M.E is coming in the NEXT UPDATE! This algorithm will definitely allow memory and much more behavior.
You should add a function to that game where pheremones drift in space in a direction pattern controlled by the settings of the game, and also that the plant and meat pellets each have their own value of "pheromone radiation". I understand this may have a performance factor, but this allows scavenger/lower-density bibites to have another way to track down food and evolve a more modified niche.
this is kind of like differentiating bibits from hunting only by sight to smell, and maybe memory if other suggestions are taken. Sound to could implemented by a type of pheremone that is uncontrollably by evolution, but based on size and shape. Get all 5 (11) senses working!
The Sapling Evolutiongame simulator recently added sexual reproduction, and it became a real game changer there. I'm curious to see what it would do in the more detailed Bibits simulation.
Have it planned, although on my end, as The Bibites is a simulation I don't want to hardcode it with two possible values, I want to make it general enough for bibites to also be able to evolve castes, etc. through it
@@TheBibitesDigitalLife In fact reproduction between living being is not always with two sex, but multiple. Mushroom for example. You should study the different type of sexual reporduction i think if you want to implement it that way
100% the more things that can be done the better. It would be cool if its possible to have 20 different little ones all rrquired to birth the next gen, also i only saw 1 baby born , if its notnalready possible it would be cool to be able to evolve to have multiple births, going woth that shotgun approach of 100+ eggs @@TheBibitesDigitalLife
Endosymbiosis would be cool too! Like if your bibite has a large enough mouth to swallow another whole, maybe there is a chance its neurons get absorbed and integrated
Mom: my son will be a biologist! Dad: No, he will be a programmer! The son: Jokes aside, this is a really cool project. Been watching since start how you continue man!
😊I am his mom (my language is French, sorry for my English) and I knew quickly he would become a scientist because he was interested in everything (biologie, électricity, chemistry, rocs and stones, computers, mathematics, etc.). But I would not gess he would become a great UA-camr who share his passion about digital life. I am proud of my son and he always surprise me! 😅
hello! concerning your predator-prey bias problem (if it hasn't already been fixed), I theorize that having fitness landscapes will help. something with the current diet system, is that I think it's A to B, 0 to 1, a slider like most properties of bibites I think. The real world takes several steps to change things, like a diet. Teeth, chewing method, acidity of stomach acid, amount of stomachs, etc. Do your own research as I have not delved into this too much. May bibites survive - and you thrive!!!
I suggest tweaking the settings so that plants are a more efficient food source for non-herbivores and don’t hurt non-herbivores by digesting. This should cause more carnivores to arise. The reason I say this is because most Bibites just eat whatever plants are around them, so any Bibite that is evolving towards carnivory will kill themselves by digesting plants they can’t digest
Oh noo...... At around 2 minutes in, when you started talking about THAT experiment, and how it was all ruined by a janitor unplugging the freezer that contained all the samples because he got annoyed at the beeping from it.
I think that might be a myth/overstated. According to wikipedia it's still going on but got moved to some guy's house after eaching the 75k generations goal.
@@RAFMnBgaming Yeah, I'd have to double check, but the source I looked at before (it was a few years ago) seemed to be reliable. I honestly hope it's just a myth, because losing all that progress would be terrible.
Je suis la maman de Léo et je suis très fière de ce que tu as réalisé mon fils! Je trouve fascinant que les Bibites aient appris à prendre soin de leurs petits. C’est une excellente idée d’avoir fait une comparaison avec une expérience scientifique sur des bactéries. Tu as beaucoup de créativité. Bravo ! 🎉❤😊
Holy moly, is the complexity of your simulation ramping up! As always, I thoroughly enjoy watching not only the simulated lifeforms and their evolution, but also how you go about problem solving issues with the simulation itself. Very flipping cool, my dude.
@@lordmouse_ivmeme2845macro and micro evolution are basically made up terms to sow doubt about evolution. Macro evolution is just more micro evolution. We've observed a lot of micro evolution on short timescales. What will happen on longer timescale? The answer is obvious: just more change. Macro evolution also has tons of proof via fossils and DNA sequencing. And some things that are usually called macro evolution are also directly observed: Speciation of fruit flies for example. Micro vs macro evolution doesn't have anything to do with the size of the organism.
I think an interesting thing to add would be sound: pheromones already exist, but bibits must voluntarily emit and detect them, while sound would be emitted by all living things and all moving things, with detectors being an evolved trait bibits would also be able to adapt to be louder or quieter or to emit sound in specific directions, but they would still always emit sound in all directions at some global minimum intensity
I have been following this project since nearly its inception, throwing a couple bucks here or there as I found them lying around. Watching it grow to its current state where you can actually go in and study things in detail we could only dream of 5 or 6 years ago is crazy. The Bibites and your dedication to it has helped me get through my own slumps for my own projects. Thank you, for this wonderful addition to digital evolution. Perhaps one day, we'll get a building sized server farm running it day in and day out. I only wish I couldve been a full-time patron since I found it, instead of only just earlier this year.
the narrow view ones being more like predators is crazy , it's like how herbivores have eyes on the sides of their head and predators have them facing forward.
Having a narrower view is exactly why predators have forward facing eyes: it lets them focus on one object in front of them through a sacrifice of peripheral vision
I think this is a really strong indicator that for evolution to occur in really interesting and complicated ways having different ecosystems that interact with each other really allows for that for things to go from one place to another. As well as to have times of great die offs that create genetic bottle caps.
you have no idea how happy i was for the release of 0.6 and this video makes me so happy to see, i absolutely love these cute little bibites and ill keep following along
32:14 The color of the three pheromones? the color of light receptors in the human eye? red,green and blue is very much perfect coloring bruv O_O also the blue species seems almost.. polite? the fathers letting the sons eat, them waiting for the other bibites to go away from food before going for a bite... they're such cute little gentle blobs
Dude, I wonder if you could get in touch with researchers in either biology or computer science to convince them to give you access to a compute cluster. Or if your making enough from patroon maybe you can pay for it yourself. Either way, this was absolutely awesome! Beautiful to see so many emergent behaviors from evolution alone
finally gave in to watching your videos after they've plagued my recommended feed for months- im so mad i waited!!! a lovely project that you can feel the passion emanate from :) really hoping to see this channel take off, your dedication and presentation ability is quite deserving of it!! unrelated question: is the music you use for your title intro things available anywhere online? i very briefly checked out the tracks linked in the description but was unable to find that snippet
If you added some way for the bibites to choose the configurations/genetics of their offsprings, behavior like a queen bibite that produces drones which bring it food could emerge, which would be really cool
The easiest thing i think to implement would be zones that have different terrain values. For example speed debuffs slowing all creatures who enter it , this would cause some extra dynamics to be used such as a creatures speed locking it into a certain enviroment where the speed is needed. Another one could "Toxic" zones where bibites who enter are faced with toxic food or some sort of mechanic where they have to be immune to live there.. or they die. Creating more different zones infact it would be interesting to find zones that overlap in being toxic, difficult to move in and less food dense.
I’ve been a follower since the first video of this channel and I’m so excited everytime I see an update video! Just seeing how complex the simulations have become is amazing and I never want this project to stop growing.
Heyo, it would be cool if there was a headless(no graphics shown instead info stored)+MPI+CUDA enabled version of the Bibites. It might allow you to have more entities and run on a supercomputer! Which would be really cool!
For environmental interaction, I think decreasing the cost of brain nodes may help in the development of "beaver-like" behavior. If you add intert "blocks" to the simulation that could be clumped into "walls", I think all but the most complex brains will either ignore or avoid them, since they don't directly contribute to getting food. I also think some "feedback" between the "blocks" and the fertility could be useful. For example, if bibites "herd" blocks into clumps, it could increase the fertility of the region around them (could be a gaussian centered on each "block"), so clustering them would be advantageous to producing more food. Another option could be to give all food a fixed initial velocity (as if they were being pushed by water). Then walls of blocks could be advantageous to catch them (as if fileted from the water).
I've been following this project for a while, and honestly, its my favorite evolution type game. As someone else has stated, I think it'd be really cool to have The Bibites expand on plants. Plant evolution or bibtes that can function as plants would be amazing for long evolution sims like this one.
it's cool to see stuff like the latin-ising of the patreon names. I remember for Factorio thinking it rather cool that they put in patreon names as the names of trains and stations and then never using them because of how random they were, so taking supporter names and then working them into a somewhat united system is super nice to sorta incentivise keeping them. It's also pretty cool that it's like how a lot of species are named after people IRL.
I'm hoping you went over Valve's policies and maybe talked with them to make sure they will be chill with the game being free elsewhere. I feel like they SHOULD be chill with it, but given its a recent topic of concern, i just wanted to highlight to potential issue.
Good point From what I garnered, the only thing is that we can't have a link on the steam page to another distribution platform. But we can alude to it being free elsewhere 😏
Even though your video's release rate is slow, I'm always excited to see how the project as grown and what new features you added ! And like many other, I think adding more variation and "evolution" to the environment might bring a lot more dynamic to the speciation and competitiveness !
I love seeing updates to the simulation! Amazing job. Environmental variation would be incredible, like plants evolving to protect themselves/ changing their nutritional composition or environments that are dry/dessicating. Keep it up!
Dev here: Localization is easy, 1. install i18n extension in your IDE. put all strings in in the i18n function as an inline string. 3. Press the translate to all languages button. It use the string as a key array. Can't wait to see the environment you build, they are so smart now!
Sure the first bit was fine, but the actual translation bit was not. You can't just use Google Translate or whatever. It won't work properly 99% of the time. It's worse than not translating it at all.
Місяць тому+1
Yeah, translating without context, especially for short labels, doesn't work. (looking at you, Zoom, where 'to:' should be translated as 'an:' (interpersonal) and not as 'bis:' (chronological) in the chat window.)
Great vid as usual! Just want to point out, there is a very slight "tinny" mechanical echo in your microphone in the video. Also, is your simulation following an ECS architecture? It should allow an absolutely massive number of entities to exist without slowdowns.
It almost seemed like they were starting to evolve locust behaviour for a minute. The aggression being set off at a certain density could have interesting implications in a more complex system. Imagine every time the population reached a threshold the entire species went into an aggressive frenzy, depleting the food and population until the cycle started again.
Ohhhh I love the new graphs so much! They are so insightful! And in the end comparing the brain structures is a really good indicator that your simulation is still very good! Primitive brains in scarse regions and a complex one in dense. And it is very significantly different!
The simulation doesn't have the concept of cells, so the true answer is that neither AND both are the right comparision! Bibites are not single celled, and are not multicellular, they are bibites!
@@TheBibitesDigitalLife your bibites are in theory, already alive! You programmed them with life, so the experiment is fake. Start from atoms, or chemical elements and see if you can bring them to life! You will fail, because dead innert chemical elements minerals and organic compounds are totally dead! You cannot bring them to life and without life nothing can evolve! We have bred more than a 'billion' pigs, never once has a pig given birth to an intermediate or new species! Creating a simulation that has been programmed by the human brain is a false study, you have erroneously given the bibets not only life, but also a purpose! The entire simulation proves nothing!
you should use the patreon simulation as background footage while you talk about a subject if you wanted to keep it in the videos but still keep retention!! great work ❤❤
You know what would be cool? Add a gravity modifier to move stuff downwards. The current view is a flat horizontal plane, but with gravity, you could create a fertile ocean/vertical plane where the top of the screen has access to lots of plant life (as you'd expect with access to sunlight), and gravity pulls down on stuff with lower buoyancy, like the dead flesh pellets to a hard ocean floor. It would be cool to see if we get the same as our oceans, with teaming life at the top, and bottom feeders that rely on marine snow at the bottom.
This is a good idea. Also you could make the gravity feature a little more generic as well. I would call it something more like "currents" to describe a force across an area (given that the bibites are assumed to be in water). You could imagine creating an area with a universal current flowing down to simulate gravity. And then, you could even use currents to act as a kind of wall. Have some heavy currents at the edge of a region, all flowing inward, and you make a difficult to pass barrier that allows an easier "edge" of the world. And lastly, like you say, having a "floor" (a wall which a gentle current flows towards) could create a very interesting microbiome. You could imagine bibites that live their entire life pointed in one direction (towards the ground) and which move by swimming towards that ground at a slight angle
This is one of the most fascinating, impressive video series I've ever seen --- absolutely fantastic work, each video you put out is an event I look forward to!
I wonder if the food recognition can be made more complex. Right now it seems that the Bibites recognize: Plant, Meat and Bibite separately, but how about making the recognition color, shape, and pheromone based? All plants meat and bibites give of a basic pheromone that makes them recognizable. Plants and meat can be recognized by their round shape, Bibites by their respektive shape. Plus Bibites can recognize the color of the pelets. This could introduce the pressure to camouflage, as some might become green to mimic plant while reducing their own pheromone production. Recognition among the same species can them be conducted by either pheromone or a slight variation from the color of the pelets. This could add more complexity into the mix while simulating another real life behaviour in lifeforms.
Really good work ! I suggest adding temperature and humidity simulation, allowing more environments and hopefully the emergence of new behaviours :) It could be an opportunity to add some plant diversity with some temp/humidity requirements and different food value for example. Bibites could be cold or hot blooded with different energy costs and more or less fat to keep energy in cold environments
I think cycles are really really important. Like I cannot emphasize it enough. In my experience, they're the main cause of biodiversity and drive evolution.
The food slider and die-off made me realize you need some mass extinctions. At least moderate catastrophes from which the local ecosystems can bounce back. Then, selection pressures are on both ends from bottlenecks, making survivors more efficient and speciation as new niches open up. That's why mammals could overtake the dinosaurs. They got hit with Volcanoes and astroids until the megafauna died.
I think "currents" (a constant force over every object in a defined area) and "viscosity" (a modifier that affects how difficult it is to move in certain areas) would both be interesting and relatively simple additions that could allow a lot of emergent behavior to develop! Imagine a world where all food falls from the sky, and bibites are constantly trying to swim upstream to get closer and closer to that food source, but the closer they get, the stronger the current is. Or imagine a viscous mountain range rising up between two regions, separating them and allowing for branching speciation. Or imagine constructing mazes out of small, strong currents, that push bibites out of an area unless they can figure out how to tiptoe through, avoiding currents!
Thanks so much for this video, it was interesting to watch the lineages develop! And it's neat to see there's a new version out. It's been a while since I ran this... I should start again int he new version. One small thing that might be interesting for people if it's not already in the game is a way to add physical barriers Bibites can't get past? To either lock them into small areas or to creature a "wall" or "mountain range" that they have to go around to access new areas, to encourage speciation and isolated populations that's more difficult to handle than islands of greenery?
This is really amazing! Love the organ system, this is one of the best evolution simulators I've ever seen! Would really love to see your roadmap, just to see what kind of features you are planning. Even if it is without a timeline or order.
There was a previous video on this channel where he described where the simulation was going in details. Ofc some things might have changed since then, but the most general directions are probably still the same
This is a very impressive evolution simulator! It's clear the biggest constraint on evolving interesting traits is population size and generation count. Maximizing population and simulation tics is a huge technical challenge. It takes very serious CS chops to get results like this.
Been dreaming for this to be a mmo, I can’t wait for the simulation to go viral and be full of bibvers? :] would be really fun to influence a population in PvE, PvB or PvP. Amazing work
Hey I am happy to see it is still in developement. I have a question regarding the architecture. Does the programm make use of gpu threads for calculation or even as many cpu threads as you throw at it?
Yes I was wondering the same, While, not everything can be solved by compute shaders. Some of this does seem like a good candidate. Although I do always say "existence is often the bigger hurdle than performance" If it runs good enough then maybe the current approach is perfectly fine
@@TheBibitesDigitalLife Awesome! The DOTS approach is so different to the standard Unity lifecycle. I'm sure the refactoring is going to add a few more wrinkles to your brain! I was doing a whole lot of compute shaders for VR terrain sculpting and the shift in paradigms added a few more grey hairs to my beard.
@@JanusMirith Mmm, I've done some n-body stuff on compute shaders. Speeds things up by so damn much but man did it take a while to figure out how not to bottleneck myself with the jump in programming paradigms.
@@RAFMnBgaming oh yeah totally, while it can be a fun puzzle, it's still definitely a puzzle. There really isn't a whole lot of information to go on when it all goes completely wrong
Eventually, and I mean a long ways down the line, I would love to see their 2D plane of existence able to grow into 3D! Having the Bibites' experience more dimensions would be awesome!! I love seeing your project grow! Great video as always!
Thanks a lot! And for now I don't plan on it, as 3D would make the simulation a lot harder to run, and a lot heavier computationnally, but I was thinking that adding "Layers" (the underground, the sky, etc) could be doable!
I think that at this point of development, it would be relatively easy to add fat and rock pellets to the game, though the diet gene would need to be reworked a bit. Love this project, and have been following it for years, and keep up the good work 👏
Maybe as the brains get more complex you could also hire someone to only track and understand the brain evolution. I think specialisation in trying to understand these little guys in other areas might also be necessary soon as it becomes more and more complex…I love this project and have been following from the start! Can’t wait to see where it goes!
in order to have bibites that interact with the environment like beavers or primates, you have to first establish plant evolution. plants with armor, plants that kill them, plants that give more or less food, even invasive plants would definitely help achieve that goal. overall, i really enjoy watching this project grow and grow! keep it up! :)
also eyyy i made it in the vid as comment lol!
would be more cool to have 'plantlike' bibites who ca go down the path of solar based generation i think definitely food source niches are one of the big things missing, they should be able to specialise more and into more different food sources
Yeah, evolving plants would add even more depth to the simulation.
Sadly it seems like he will need to get a better computer first XD.
I’m pretty sure that’s in the roadmap for the sim
@@R4d6 Or optimize the simulation. Although it seems pretty optimized already.
yeah...
The best evolution simulators are the ones that are built line by line. It's clear you have been METICULOUS with this game, and I hope you're proud of yourself.
I am! thank you so much :)
The Simulation must also evolve.
@@TheBibitesDigitalLifehey you should make the plants evolve that would make a big difference to the environment and pressures on the bibites
@@jamesfrederick.planned, probably over a year into the future though
exactly, reminds me a lot of Dwarf Fortress, another simulation passion project
36:10 It's so funny, you got "only" 1800 generation (42 times less than the lab), but it took you "only" 10 months, which is exactly 42 times less time than their 35 years. Both your artificial life and real bacteria evolve at the same rate, which is crazy! Great job 😊
Wow 🤯
Seems like he got something pretty right
Not evolve, reproduce. They reproduce at around the same time.
@@BartJBols Yes you're absolutely right, my bad.
@@BartJBols Yeah I think Bibites have a far higher mutation rate... And also have way higher complexity (They have something approximate to fucking Neurons)
One thing I think this simulator needs is more niche possibilities, such as different plant parts like fruit, wood, leaves, and roots, or maybe things like rotting meat
absolutely agreed
@@TheBibitesDigitalLife Since you mentioned beavers molding their environment perhaps some sort of like, idk, inedible debris of some sort that its possible for bibites evolve traits around. Imagine randomly evolved primitive nesting behaviors.
Definitely also make bibites and plants able to evolve to become poisonous or otherwise harmful in some way. Would add a lot of variety to the interactions. Some bibites developing resistances, getting niches to themselves, other bibites learning to avoid the harmful thing, then non-harmful things evolving to look like the harmful thing because bibites are avoiding them, et cetera.
personally, i think the best starting point would be something analogous to plankton clouds, without collision and large enough that multiple bibites can feed from it simultaneously.
should help with performance, too
What it there was walls with different "pushable" and "diggable" values that let the bibites build homes and also allow for genetic variation in a smaller area
Naming the Bibite species after patrons is such a cool and funny idea. Wacky sciency names is so on-brand for this project
Fully agreed!
It kinda makes the evolutionary tree harder to track than the previous scheme though. Perhaps keeping the family name for several generations/genetic distances and only varying the genus frequently, would keep the best of both worlds. It's also similar to how IRL naming usually works, with the scientist name as the genus, while the family name is shared across many
The behavior of these bibites blew my mind! Evolving red skin to disrupt pheromone production, using pheromones to mob foreign species, taking turns eating, running away before giving birth, being less antisocial when starving... That's SO COOL!! It's come so far since I last downloaded it, and the new species analysis tools will make tracking these longterm sims so much easier.
You should reach out to the developer of “the sapling” I think that collab would be legendary.
We know eachother! Wessel is a cool guy
@@TheBibitesDigitalLife that’s so cool! Will you guys do a podcast or something after both of you guys develop both games to a properly finished state?
"I added sexual reproduction to The Bibites"
Love this channel and love the live action reactions lol I wonder what inspired those
@@qoombert it originaly was a 0,6 feature, but because of their horrible vision system it was delayed to 0.7
we are starved for content, master
give us your artificial life
If you are starved, then evolve slower metabolism.
@@kwarc1009good one haha
Har har har har, har har har har, har har har har ahr ahr, tskskdhmxbcjfgnsktagwdhmgks
this is genuinely such a cool project. im so happy to see this silly project evolve and become more complex, even if it takes 10 more months for it to be reflected in the channel lol
At 34:25 you hit the main problem of all life simulators: diversity in actual biological systems is due to the fact that new species *become the environment*, sometimes literally, as in endoparasitism, and sometimes as a mass effect, as in trees or corals. Failing to implement this results in something that, more than an evolutionary simulation, is an evolutionary algorithm, and those converge to a single solution when given a single set of boundary parameters. This particular simulation promotes diversity by artificially introducing different environments, which certainly is a factor in biological diversity, but tends to simply produce a single convergence of the algorithm for each environment.
I think the next step is looking into evolving plant like organisms
The biggest problem is that you need huge sample sizes to support that sort of a thing. If this thing falls over when you get over a couple thousand entities, there is no way that you could support an entire food chain evolving independently
@@DudemcmanStudios I realize there is a huge misunderstanding, here: this is a simulation of *unicellular* beings. It is correctly compared to a RL experiment with bacteria. Because the user interface, I think most viewers do not realize this. It also has some parameters, like field of vision, that do not really apply to unicellular creatures, and misses some features like ECM, the fact that food generally floats around (leading to a lot of sessile species) and the fact that unicellular creatures are on a constant quest to get rid of each other with antibiotics. To keep this realistic, it shouldn't develop plants as we know them, but something like cyanobacteria and feed the system chemical energy, rather than edible pellets. This would create a sort of Lotka-Volterra equilibrium between species that convert energy and predators, which would at least force *two* species to coexist.
That’s only because you never tried the moving environments yet which in my opinion mimics seasons
@@justintimeleave1360 without trying to find a formal proof, which would probably be a bit of a nightmare, running an evolutionary algorithm on a periodically changing set of boundary conditions almost certainly converges to a set of periodical states that would be metastable under constant conditions. In plain English: if you switch seasons fast enough that none of the species has time to become extinct, the system converges to as many solutions as there are seasons, with one of them thriving for each season. These species aren't the optimal ones for each season, as they have to survive through the other three. This is really not, very different conceptually from having four fields with different conditions at the same time: whether you stagger them chronologically or spatially, each region will have its winner, and the winner will be a bit different from the winner it would have if the region were isolated (or constant) because of raids at the border.
Oh shit he's still around I figured he found happiness and went back to nature.
One does not exclude the other
@@TheBibitesDigitalLife latinized names are cool, but i found that the same genus name often being given for bibites that are descended from different ancestors belonging to different genus (and sometimes even two different genuses). The result is called a polyphyletic group. As a biologist i have to say it is considered a severe taxonomic sin. It is like putting human and chicken into one genus, but dog and penguin into another genus. It occurs sometimes in biology, especially before molecular phylogeny, but in your case you precisely know each species ancestry, so it is pretty easy for you to fix this.
@@wormballisn't that normal in lower part of taxonomy? What genus should the ancestor of 2 different genera belongs to if not its own genus?
Like we and chimpanzees are different genera, but there was a point when we share an ancestor.
If we put that ancestor in its own genus, then it would be paraphyletic. If we put the ancestor in the genus Pan or Homo, then it would be paraphyletic. If we merge the entire group into a single genus, we will end up with a monophyletic genus containing human, chimpanzees, and all of our ancestors.
But then what about our common ancestor with gorillas? The same question can be repeated until all life on earth belong to a single genus, making it utterly useless for classification.
I believe that question would become even messier for species definition.
@@refindoazhar1507 you are talking about totally different problem. I am talking about the fact that about one fourth of new genera in bibites are proudly called Lunaloutrae (and other genera are also often called after the same undoubtedly very generous people). It is the same as if one fourth of eumetazoan genera in all phyla were called Eumeta.
Your problem is such that the linnaean nomenclature is incompatible with cladistics' requirement of monophyletic taxa. So if we have two species, their common ancestor can not have species name at all, cos one of the species will be paraphyletic (even if we name the ancestor with third species name, it will not include both descendants, so it will be paraphyletic). And if we have two e. g. orders, their common ancestor can not have order, family, genus and species name, only superorder and above. But if we give up on strict cladistics, we can be relatively fine with linnean names, so most of our taxa will be paraphyletic. But i think deliberately calling tons of obviously different genera with the same name is the absolute evil.
I have an idea for keeping the simulation from ramping beyond your computer's capabilities. If you tie the rate of generating plant material to the current simulation biomass you can set a hard limit to the amount of biomass and by extension the number of entities in the simulation. For example if the biomass is limited to 10,000 then as the simulation approaches a high number of bibites, the amount of plant food sources decreases. On the opposite side, meat food sources should deteriorate over time to return the available biomass to creating more plants as the bibites die. In theory, this would make a more strict limit on the population than competing over nearby resources but would more closely represent how it works in real life, the amount of matter on earth doesn't increase. The available organic matter might go up from microscopic life consuming inorganic material, but that just shifts the "biomass limit" to the available inorganic material for the bottom of the food chain.
Basically, as the population starts to reach the limit of computing power, the food generation decreases to prevent the simulation from expanding exponentially.
I created a life sim with this idea a while back. It sucked for many unrelated reasons, but at least it ran well on my computer thanks to this.
The main problem wasnt the bibites overpopulation I think, but instead many many small plant pellets that werent eaten, I manually make plant pellets rot away in a really slow pace to clear out all those tiny bits that will never be eaten
Yeah limit of biomass seem like a good and realistic idea. As the bibit start to ressemble more reality that would be interesting. Plant dying and roting away should also be a mecanism to manage thing (that could also put more diverse evoluationnary pressure, as the eating abit of the bibit influence their environement more)
No energy created
No energy destroyed
@@CoqueiroLendario yeah this is another important feature, because otherwise some random food super far away will just say in the simulation forever, taking away from the biomass available
It's so cool how these creatures find unique adaptations to solve problems! The cladogram really came in handy in this simulation!
12:40 it's so funny that the bibit gave birth, and the newborn immediately attacked it's parent
Happens real life
I didn't even realize that w comment
Born to be an attacker
I hate when that happens
Metaphor for Earth and humanity.
One idea it might be good to add is individual memory, memories are passed down in evolution but if a bibite looks away from food for one tenth of a second it has no memory of it at all, a basic short term memory might be a neat ability to evolve, this could also help with them wandering off because they could remember in what general direction the food is
@@燧發槍 could it be possible in a neural network in some way? If not, he would need to invent or find an entirely new brain system that can store information. If yes, the bibbits could evolve it by themselves by just rearranging neurons.
If the neurons read the previous frame value of their inputs instead of current, and loops were allowed, this could allow for memory to evolve spontaneously.
guys, I just watched the previous episodes, and a new algorithm called B.I.O.M.E is coming in the NEXT UPDATE! This algorithm will definitely allow memory and much more behavior.
You should add a function to that game where pheremones drift in space in a direction pattern controlled by the settings of the game, and also that the plant and meat pellets each have their own value of "pheromone radiation". I understand this may have a performance factor, but this allows scavenger/lower-density bibites to have another way to track down food and evolve a more modified niche.
this is kind of like differentiating bibits from hunting only by sight to smell, and maybe memory if other suggestions are taken. Sound to could implemented by a type of pheremone that is uncontrollably by evolution, but based on size and shape. Get all 5 (11) senses working!
This is an awesome idea! Food should radiate its presence into the environment.. we could get Blind Bibits
Imagine running their evolution with super computers the same way we do with A.I.
@@Mastervitro making a giant and diverse world with millions of bibbits and a very fast time... I wonder what could happen
"Hey, we could use these green marbles to trade goods and services!" _gets beaten to death_
This feels like a scientific dwarf fortress.
So many moving parts and interesting interactions…
The Sapling Evolutiongame simulator recently added sexual reproduction, and it became a real game changer there. I'm curious to see what it would do in the more detailed Bibits simulation.
Have it planned, although on my end, as The Bibites is a simulation I don't want to hardcode it with two possible values, I want to make it general enough for bibites to also be able to evolve castes, etc. through it
@@TheBibitesDigitalLife That is great! the less things that are hard coded the best the results... and possible surprises.
@@TheBibitesDigitalLife In fact reproduction between living being is not always with two sex, but multiple. Mushroom for example. You should study the different type of sexual reporduction i think if you want to implement it that way
100% the more things that can be done the better. It would be cool if its possible to have 20 different little ones all rrquired to birth the next gen, also i only saw 1 baby born , if its notnalready possible it would be cool to be able to evolve to have multiple births, going woth that shotgun approach of 100+ eggs @@TheBibitesDigitalLife
Endosymbiosis would be cool too! Like if your bibite has a large enough mouth to swallow another whole, maybe there is a chance its neurons get absorbed and integrated
Mom: my son will be a biologist!
Dad: No, he will be a programmer!
The son:
Jokes aside, this is a really cool project. Been watching since start how you continue man!
😊I am his mom (my language is French, sorry for my English) and I knew quickly he would become a scientist because he was interested in everything (biologie, électricity, chemistry, rocs and stones, computers, mathematics, etc.). But I would not gess he would become a great UA-camr who share his passion about digital life. I am proud of my son and he always surprise me! 😅
hello! concerning your predator-prey bias problem (if it hasn't already been fixed), I theorize that having fitness landscapes will help. something with the current diet system, is that I think it's A to B, 0 to 1, a slider like most properties of bibites I think. The real world takes several steps to change things, like a diet. Teeth, chewing method, acidity of stomach acid, amount of stomachs, etc. Do your own research as I have not delved into this too much. May bibites survive - and you thrive!!!
I suggest tweaking the settings so that plants are a more efficient food source for non-herbivores and don’t hurt non-herbivores by digesting. This should cause more carnivores to arise. The reason I say this is because most Bibites just eat whatever plants are around them, so any Bibite that is evolving towards carnivory will kill themselves by digesting plants they can’t digest
The 'accidental' purge might be a good thing for the simulation as a whole. Earth has gone through lots of catastrophic mass extinctions.
By the year 2030 The Bibites and The Sapling are gonna be neck and neck for a nobel prize, this work is super impressive
Oh noo...... At around 2 minutes in, when you started talking about THAT experiment, and how it was all ruined by a janitor unplugging the freezer that contained all the samples because he got annoyed at the beeping from it.
I think that might be a myth/overstated. According to wikipedia it's still going on but got moved to some guy's house after eaching the 75k generations goal.
@@RAFMnBgaming Yeah, I'd have to double check, but the source I looked at before (it was a few years ago) seemed to be reliable. I honestly hope it's just a myth, because losing all that progress would be terrible.
Je suis la maman de Léo et je suis très fière de ce que tu as réalisé mon fils! Je trouve fascinant que les Bibites aient appris à prendre soin de leurs petits. C’est une excellente idée d’avoir fait une comparaison avec une expérience scientifique sur des bactéries. Tu as beaucoup de créativité. Bravo ! 🎉❤😊
Thanks mom ❤️
Holy moly, is the complexity of your simulation ramping up! As always, I thoroughly enjoy watching not only the simulated lifeforms and their evolution, but also how you go about problem solving issues with the simulation itself. Very flipping cool, my dude.
It's legit baffling to me how people can still deny evolution when bacteria experiments can prove it in real time.
smɑl ʧenʤɪz du nɑt pruv bɪg ʧenʤɪz. bæktiriʌ kăn ʧenʤ ɪntu slaitli dɪfrɪnt bæktiriʌ, bʌt kănɑt bikʌm jukăriɑtɪk.
Motivated reasoning is a powerful thing.
Macro evolution is significantly harder to prove than revolution on the microscopic scale.
@@lordmouse_ivmeme2845 Not really lol
@@lordmouse_ivmeme2845macro and micro evolution are basically made up terms to sow doubt about evolution. Macro evolution is just more micro evolution. We've observed a lot of micro evolution on short timescales. What will happen on longer timescale? The answer is obvious: just more change. Macro evolution also has tons of proof via fossils and DNA sequencing. And some things that are usually called macro evolution are also directly observed: Speciation of fruit flies for example.
Micro vs macro evolution doesn't have anything to do with the size of the organism.
I think an interesting thing to add would be sound: pheromones already exist, but bibits must voluntarily emit and detect them, while sound would be emitted by all living things and all moving things, with detectors being an evolved trait
bibits would also be able to adapt to be louder or quieter or to emit sound in specific directions, but they would still always emit sound in all directions at some global minimum intensity
I have been following this project since nearly its inception, throwing a couple bucks here or there as I found them lying around. Watching it grow to its current state where you can actually go in and study things in detail we could only dream of 5 or 6 years ago is crazy. The Bibites and your dedication to it has helped me get through my own slumps for my own projects. Thank you, for this wonderful addition to digital evolution. Perhaps one day, we'll get a building sized server farm running it day in and day out.
I only wish I couldve been a full-time patron since I found it, instead of only just earlier this year.
the narrow view ones being more like predators is crazy , it's like how herbivores have eyes on the sides of their head and predators have them facing forward.
Having a narrower view is exactly why predators have forward facing eyes: it lets them focus on one object in front of them through a sacrifice of peripheral vision
Mad respect for the credits at the end. 👌 Not all heroes wear capes. Keep making your dreams come true.
I think this is a really strong indicator that for evolution to occur in really interesting and complicated ways having different ecosystems that interact with each other really allows for that for things to go from one place to another. As well as to have times of great die offs that create genetic bottle caps.
Bottlenecks bottlenecks, I meant bottlenecks
Merci pour tes vidéos! Salut du Québec!
Té ki toé
@@TheBibitesDigitalLife xavbell de toute évidence
you have no idea how happy i was for the release of 0.6
and this video makes me so happy to see, i absolutely love these cute little bibites and ill keep following along
32:14 The color of the three pheromones? the color of light receptors in the human eye? red,green and blue is very much perfect coloring bruv O_O
also the blue species seems almost.. polite? the fathers letting the sons eat, them waiting for the other bibites to go away from food before going for a bite... they're such cute little gentle blobs
RGB is the base of programming. It is pretty much standard
Dude, I wonder if you could get in touch with researchers in either biology or computer science to convince them to give you access to a compute cluster. Or if your making enough from patroon maybe you can pay for it yourself. Either way, this was absolutely awesome! Beautiful to see so many emergent behaviors from evolution alone
Oh my god you’re alive! Hi! Thanks for posting! I love this channel and I'm so glad you’re back!
Please include this as an official scenario in future versions :)
finally gave in to watching your videos after they've plagued my recommended feed for months- im so mad i waited!!! a lovely project that you can feel the passion emanate from :) really hoping to see this channel take off, your dedication and presentation ability is quite deserving of it!!
unrelated question: is the music you use for your title intro things available anywhere online? i very briefly checked out the tracks linked in the description but was unable to find that snippet
Omg, he's back, with a bigest simulation in our hands!
I am so glad UA-cam recommended me this video and opened me up to such a promising game. I am absolutely going to wishlist this.
The bibits don't produce any waste. Dung bibits and detritivore bibits would create a good environment for biodiversity.
If you added some way for the bibites to choose the configurations/genetics of their offsprings, behavior like a queen bibite that produces drones which bring it food could emerge, which would be really cool
The easiest thing i think to implement would be zones that have different terrain values. For example speed debuffs slowing all creatures who enter it , this would cause some extra dynamics to be used such as a creatures speed locking it into a certain enviroment where the speed is needed. Another one could "Toxic" zones where bibites who enter are faced with toxic food or some sort of mechanic where they have to be immune to live there.. or they die. Creating more different zones infact it would be interesting to find zones that overlap in being toxic, difficult to move in and less food dense.
I’ve been a follower since the first video of this channel and I’m so excited everytime I see an update video! Just seeing how complex the simulations have become is amazing and I never want this project to stop growing.
The species graph is beautiful
Maybe someday the beaver bibites will evolve to barter amongst themselves for premium pellets. Bibcoin?
Heyo, it would be cool if there was a headless(no graphics shown instead info stored)+MPI+CUDA enabled version of the Bibites. It might allow you to have more entities and run on a supercomputer! Which would be really cool!
First Steam version of Dwarf Fortress, now this. What a wonderful time to be alive
Imagibe bibites being coded in DF-like anatomical system instead of "hit points", and evolving new tissues overtime.
I totally wasnt planning on sleeping tonight anyway... bibite time
I totally wasn't planning on studying
39:33 Whoa it's me!
Oh man, i needed a bibites video today. its been a THOUUUSAND YEARS
Hours*
I forgot one thing!
The Patreon names for naming Bibites is also an incredible idea and a nice touch at the same time!
literally the best evolution game out there, been following this for years and I love every bit of it. Keep it up!!!
For environmental interaction, I think decreasing the cost of brain nodes may help in the development of "beaver-like" behavior.
If you add intert "blocks" to the simulation that could be clumped into "walls", I think all but the most complex brains will either ignore or avoid them, since they don't directly contribute to getting food.
I also think some "feedback" between the "blocks" and the fertility could be useful. For example, if bibites "herd" blocks into clumps, it could increase the fertility of the region around them (could be a gaussian centered on each "block"), so clustering them would be advantageous to producing more food.
Another option could be to give all food a fixed initial velocity (as if they were being pushed by water). Then walls of blocks could be advantageous to catch them (as if fileted from the water).
I've been following this project for a while, and honestly, its my favorite evolution type game. As someone else has stated, I think it'd be really cool to have The Bibites expand on plants. Plant evolution or bibtes that can function as plants would be amazing for long evolution sims like this one.
it's cool to see stuff like the latin-ising of the patreon names. I remember for Factorio thinking it rather cool that they put in patreon names as the names of trains and stations and then never using them because of how random they were, so taking supporter names and then working them into a somewhat united system is super nice to sorta incentivise keeping them.
It's also pretty cool that it's like how a lot of species are named after people IRL.
I'm hoping you went over Valve's policies and maybe talked with them to make sure they will be chill with the game being free elsewhere. I feel like they SHOULD be chill with it, but given its a recent topic of concern, i just wanted to highlight to potential issue.
Good point
From what I garnered, the only thing is that we can't have a link on the steam page to another distribution platform.
But we can alude to it being free elsewhere 😏
Even though your video's release rate is slow, I'm always excited to see how the project as grown and what new features you added !
And like many other, I think adding more variation and "evolution" to the environment might bring a lot more dynamic to the speciation and competitiveness !
Pov: It's midnight but you see a bibites video *immediate click*
I love seeing updates to the simulation! Amazing job.
Environmental variation would be incredible, like plants evolving to protect themselves/ changing their nutritional composition or environments that are dry/dessicating.
Keep it up!
Dev here: Localization is easy, 1. install i18n extension in your IDE. put all strings in in the i18n function as an inline string. 3. Press the translate to all languages button. It use the string as a key array. Can't wait to see the environment you build, they are so smart now!
Sounds unreliable
Sure the first bit was fine, but the actual translation bit was not. You can't just use Google Translate or whatever. It won't work properly 99% of the time. It's worse than not translating it at all.
Yeah, translating without context, especially for short labels, doesn't work. (looking at you, Zoom, where 'to:' should be translated as 'an:' (interpersonal) and not as 'bis:' (chronological) in the chat window.)
Great vid as usual! Just want to point out, there is a very slight "tinny" mechanical echo in your microphone in the video. Also, is your simulation following an ECS architecture? It should allow an absolutely massive number of entities to exist without slowdowns.
It almost seemed like they were starting to evolve locust behaviour for a minute. The aggression being set off at a certain density could have interesting implications in a more complex system. Imagine every time the population reached a threshold the entire species went into an aggressive frenzy, depleting the food and population until the cycle started again.
Ohhhh I love the new graphs so much! They are so insightful!
And in the end comparing the brain structures is a really good indicator that your simulation is still very good! Primitive brains in scarse regions and a complex one in dense. And it is very significantly different!
1:17 Isn't it bad to compare the bibites to single celled life when the bibits are simulated multicellular life they are very different
The simulation doesn't have the concept of cells, so the true answer is that neither AND both are the right comparision!
Bibites are not single celled, and are not multicellular, they are bibites!
@@TheBibitesDigitalLife cells are the components of all life so do they still count as life if they are only made of ones and zeros and sprites
@@TheBibitesDigitalLife your bibites are in theory, already alive! You programmed them with life, so the experiment is fake.
Start from atoms, or chemical elements and see if you can bring them to life! You will fail, because dead innert chemical elements minerals and organic compounds are totally dead! You cannot bring them to life and without life nothing can evolve!
We have bred more than a 'billion' pigs, never once has a pig given birth to an intermediate or new species!
Creating a simulation that has been programmed by the human brain is a false study, you have erroneously given the bibets not only life, but also a purpose!
The entire simulation proves nothing!
you should use the patreon simulation as background footage while you talk about a subject if you wanted to keep it in the videos but still keep retention!! great work ❤❤
Not a bad idea!
You know what would be cool? Add a gravity modifier to move stuff downwards. The current view is a flat horizontal plane, but with gravity, you could create a fertile ocean/vertical plane where the top of the screen has access to lots of plant life (as you'd expect with access to sunlight), and gravity pulls down on stuff with lower buoyancy, like the dead flesh pellets to a hard ocean floor. It would be cool to see if we get the same as our oceans, with teaming life at the top, and bottom feeders that rely on marine snow at the bottom.
This is a good idea. Also you could make the gravity feature a little more generic as well. I would call it something more like "currents" to describe a force across an area (given that the bibites are assumed to be in water). You could imagine creating an area with a universal current flowing down to simulate gravity.
And then, you could even use currents to act as a kind of wall. Have some heavy currents at the edge of a region, all flowing inward, and you make a difficult to pass barrier that allows an easier "edge" of the world.
And lastly, like you say, having a "floor" (a wall which a gentle current flows towards) could create a very interesting microbiome. You could imagine bibites that live their entire life pointed in one direction (towards the ground) and which move by swimming towards that ground at a slight angle
I believe they are in liquid though.
He's back! I've never been more engaged by any other simulation.
I'm always so hyped to see another bibite update and video, keep up the good work man, you are appreciated!
This is one of the most fascinating, impressive video series I've ever seen --- absolutely fantastic work, each video you put out is an event I look forward to!
Thanks so much 😁
Guys it’s happening! It’s finally happening! He’s back!
The blobs will feast once again !
After this Video i jumped up from my bed, ran to my pc, opened steam and wishlisted this beautifully made evovle sinulator.
I wonder if the food recognition can be made more complex. Right now it seems that the Bibites recognize: Plant, Meat and Bibite separately, but how about making the recognition color, shape, and pheromone based?
All plants meat and bibites give of a basic pheromone that makes them recognizable. Plants and meat can be recognized by their round shape, Bibites by their respektive shape. Plus Bibites can recognize the color of the pelets.
This could introduce the pressure to camouflage, as some might become green to mimic plant while reducing their own pheromone production. Recognition among the same species can them be conducted by either pheromone or a slight variation from the color of the pelets.
This could add more complexity into the mix while simulating another real life behaviour in lifeforms.
Yep, planned for 0.7
At this point you should focus mostly on optimization. Population of 700 is extremely small and will never allow for complex ecosystems.
No way he’s back. I can’t believe it. I never thought this day would come.
Finnally, you are back. Now I know that I don't need to unsubscribe.
here just in time despite a hurricane lmao
Really good work ! I suggest adding temperature and humidity simulation, allowing more environments and hopefully the emergence of new behaviours :) It could be an opportunity to add some plant diversity with some temp/humidity requirements and different food value for example. Bibites could be cold or hot blooded with different energy costs and more or less fat to keep energy in cold environments
Will you ever add mass extinctions?
i feel this is something that you yourself would have to do.
they already exist, do you mean ways to actually cause mass extinctions?
I think cycles are really really important. Like I cannot emphasize it enough. In my experience, they're the main cause of biodiversity and drive evolution.
When the world needed him most, the goat returned... 🐐🦠
The food slider and die-off made me realize you need some mass extinctions. At least moderate catastrophes from which the local ecosystems can bounce back. Then, selection pressures are on both ends from bottlenecks, making survivors more efficient and speciation as new niches open up. That's why mammals could overtake the dinosaurs. They got hit with Volcanoes and astroids until the megafauna died.
I think "currents" (a constant force over every object in a defined area) and "viscosity" (a modifier that affects how difficult it is to move in certain areas) would both be interesting and relatively simple additions that could allow a lot of emergent behavior to develop!
Imagine a world where all food falls from the sky, and bibites are constantly trying to swim upstream to get closer and closer to that food source, but the closer they get, the stronger the current is.
Or imagine a viscous mountain range rising up between two regions, separating them and allowing for branching speciation.
Or imagine constructing mazes out of small, strong currents, that push bibites out of an area unless they can figure out how to tiptoe through, avoiding currents!
29:45 to be fair the bibites have a Brain, after some time they may get a digital personality with it
I really love your project, have it wishlisted for month now! :D
Thanks so much for this video, it was interesting to watch the lineages develop!
And it's neat to see there's a new version out. It's been a while since I ran this... I should start again int he new version.
One small thing that might be interesting for people if it's not already in the game is a way to add physical barriers Bibites can't get past? To either lock them into small areas or to creature a "wall" or "mountain range" that they have to go around to access new areas, to encourage speciation and isolated populations that's more difficult to handle than islands of greenery?
This is really amazing! Love the organ system, this is one of the best evolution simulators I've ever seen! Would really love to see your roadmap, just to see what kind of features you are planning. Even if it is without a timeline or order.
There was a previous video on this channel where he described where the simulation was going in details. Ofc some things might have changed since then, but the most general directions are probably still the same
Thanks so much!
And for the timeline I detail that a little bit more in another video (two video ago I think)
This is very excellently made. It might even be said to be intelligently designed
This is a very impressive evolution simulator! It's clear the biggest constraint on evolving interesting traits is population size and generation count. Maximizing population and simulation tics is a huge technical challenge. It takes very serious CS chops to get results like this.
Been dreaming for this to be a mmo, I can’t wait for the simulation to go viral and be full of bibvers? :] would be really fun to influence a population in PvE, PvB or PvP. Amazing work
Maybe one day we can reach a layered ecosystem eventually
A more 3 dimensional environment maybe
It'll take a lot of work though...😅
Hey I am happy to see it is still in developement. I have a question regarding the architecture. Does the programm make use of gpu threads for calculation or even as many cpu threads as you throw at it?
Yes I was wondering the same, While, not everything can be solved by compute shaders. Some of this does seem like a good candidate.
Although I do always say "existence is often the bigger hurdle than performance"
If it runs good enough then maybe the current approach is perfectly fine
Planning on Moving to DOTS for multithreading!
Will do so over the next year
@@TheBibitesDigitalLife Awesome! The DOTS approach is so different to the standard Unity lifecycle. I'm sure the refactoring is going to add a few more wrinkles to your brain!
I was doing a whole lot of compute shaders for VR terrain sculpting and the shift in paradigms added a few more grey hairs to my beard.
@@JanusMirith Mmm, I've done some n-body stuff on compute shaders. Speeds things up by so damn much but man did it take a while to figure out how not to bottleneck myself with the jump in programming paradigms.
@@RAFMnBgaming oh yeah totally, while it can be a fun puzzle, it's still definitely a puzzle. There really isn't a whole lot of information to go on when it all goes completely wrong
he is back boysss..... 🙃
Eventually, and I mean a long ways down the line, I would love to see their 2D plane of existence able to grow into 3D! Having the Bibites' experience more dimensions would be awesome!!
I love seeing your project grow! Great video as always!
Thanks a lot!
And for now I don't plan on it, as 3D would make the simulation a lot harder to run, and a lot heavier computationnally, but I was thinking that adding "Layers" (the underground, the sky, etc) could be doable!
@@TheBibitesDigitalLife that sounds like an awesome way to incorporate height!!
I think that at this point of development, it would be relatively easy to add fat and rock pellets to the game, though the diet gene would need to be reworked a bit. Love this project, and have been following it for years, and keep up the good work 👏
Please another tournoment!
Maybe as the brains get more complex you could also hire someone to only track and understand the brain evolution. I think specialisation in trying to understand these little guys in other areas might also be necessary soon as it becomes more and more complex…I love this project and have been following from the start! Can’t wait to see where it goes!
38:45 THAT'S SO COOL