From my humble point of view your ideas how to enjoy the goodness of programming (here especially wonderful C++) are brilliant. Great channel and promotion of perfectionism. Consistent programming. I do believe all the subscribers enjoy watching your great performance and analyze the code. Keep fingers for your goals. Have nice day.
I think it would be amazing if you could code so that The ants could dig through weaker materials or move light obstacles around or even cross bridges or float across water like real ants do
@@pipecleanermaster While surface movement is relatively simple to simulate, nest construction has proven to be rather... uncommon? I don't know how difficult it would be, but from what few examples there have been, none have done all that great of a job. There would have to be several dozen behaviors as well as many unique signals in order to construct anything like how a nest is formed. That being said, breakable walls would be interesting for delayed rooms, such as the one at 4:00
You are making thoughts into an art form which translates into meaning perfectly, through digitally described animation like this. I am so impressed at how guddamn good these all are, and the AI simulations. This stuff is absolutely incredible coming from a single person with no large team or budget. So cool!
The fighting ants are weird to me, have yet to look at the code for his new version, but in the last version it looked like they were produced parallel to the normal ant stream, which since, as far as I could tell, actively harvesting colonies are typically just deleting a bunch of the incoming food normally, just means a colony producing fighters is just getting to use more of it's resources, meaning once you 'saturate' your colony's food reserves it is optimal to be producing fighters, which in my runs was often triggered asymmetrically by one lost ant giving one side a massive headstart on fighter production. My minimal coding experience led me to removing fighter production altogether and having the basic ants not seek to start fights but be able to initiate battle if they happen to cross paths with an opposing ant and seek to pile on to aid allied ants they 'see' are fighting. I also made colonies able to hold basically infinite food cause I disliked the waste, would rather have had them chill around the colony till there was space or something, but didn't know how. Also wanted to add some sort of disengage, but couldn't make heads or tails of the marker system to even begin to implement that. Any plans to resolve small (one to two tile) gaps slaughtering ants? even something as simple as 'drop food and teleport to home colony' instead of die, or perhaps a 'warn away'/'danger' marker (perhaps with with walls/floor that either kill or have a chance to kill on contact)
Hello just wanted you to know that I love your work and you're very talented! I love how far you've gone with this ants project and I see even more possible growth! Keep up the good work!
I absolutely love all the work that you do on this channel. This is yet another example of astoundingly great content. You maintain a high quality level throughout your videos and we all appreciate the effort. I was curious about 3 possible additional scenarios that could be added to the ant colony simulations: 1) Moving of a colony. This could be with regards to multiple scenarios such as : too far away from a large source of food, too close to a competing colony. 2) Creation of a new colony. In situations where the popoluation density of a colony is extremely high it would be beneficial if the colony created some kind of secondary location to help save on resources. 3) Merging of colonies. When there are two colonies that are in close proximity to each other for a large period of time maybe they start reproducing to create a colony that is hostile to neither. These are just some ideas. I hope you like them. Have a nice day.
this is very good! thank you for this code and amazing editor that's easy to use! my suggestions/ideas are a wall that is demolishable, so that wandering ants that run into it will remove a pixel of wall, food that only certain colonies want, and the ability to speed the simulations up to 10x speed in the editor for convenience. thank you!
Found this through curious archive and my daughter played it all evening, barely even stopping to eat pizza -- every 9 year old's favourite food. 10/10 stars, daughter's new favourite
This is so close to an Ant RTS game I would like to see. Add the ability to control some features of the Ants like the distance they move from the colony, give them general directions to move in, building basic structures (storage room, queen room, larvae room, barricades) and other simple orders. Give orders to dig terrain (works similarly to the food collection) or even move terrain, have some neutral enemies spawn and roam about to fight and turn into food (risk/reward), add some potential modifiers such as rain, temperature, soil differences etc and you are set. If that all doesnt break the coding go nuts. The Ant kingdom already has a ludicrous variety and adding the capabilities of the insect kingdom you can let players (d)evolve their Ants. Bigger Ants carry more and are tougher, but consume more food, have longer gestation/growth times and have lower larvae generation. Add special castes you can evolve some % of your larvae into like weaver Ant casts to build more intricate structures, steal the ability of the bombardier beatle to shoot corrosive stuff, differentiate between Ants that only bite, Ants that squirt poisons on wounds and Ants with stingers. Add upgrades to consume more food types, farm some insects and plant matter etc. I know its a weird long shot, but Ants are incredibly suitable for RTS's.
I might use this as a screensaver, if I could set it to plop random new food sources at a certain level of depletion. The evolution of the density view is lovely.
just a thought of mine: how abaut a walltype which the ants can "eat" through. could bring in some food but not as much as an actual foodsource. they can eat away that section of wall and find an alternative route or something like that....
i think that will make possible to make ants that make their own nests instead of filling up space. possibly with materials with varying 'hardness' that makes ants chew threw soft soil first if they can but able to go through harder soil slowly if needed. The nest can then be simply an opening hole, like a portal between aboveground and underground
Pure entertainment channel! Just like primitive technology. Every video is delicious eyecandy. And so inspirational for beginner programmers like me. Thanks for hight quality content!
Everytime i watch your ant simulation videos i feel i need to start diving in to C++ What program should i use? (tutorials i can ofcourse find on the tube here) Man this is awesome!
Some ideas Poisoned food + Healer Ant + Poisoned Food Mark: Basically, the poisoned food damages the ant that has held poisoned food (and it can start some sort of plauge) and thats where the healer comes in. Healers are small and don't forage for food, they follow Poisoned food marks and they heal the ants going there, sooner in the simulation they can destroy that certaint poisoned food Sister colonies + Rebellions: Sister colonies are set up by some ants, rebellions happen when the Sister colony has no more loyalty to that colony Water: Water slows and kills ants, to prevent this, the colony must have... Builder ants + Dirt: They build bridges with dirt and prevents death of familiy members Take Control (Colony): This system makes you take control of a colony, you can click the colony to produce a worker, soldier, healer or builder. You can also draw paths! Take Control (Ant): This system makes you in control of an ant, you can plant "to home", "to food", "no more food", "to enemy" and "to poisoned food" marks, to move the ant you must click on an empty space and the ant will follow the place you clicked Other bugs: They can range from the mighty praying mantis to the cute and peaceful aphids or the hideous cockroach. Oh and did I mention aphids? Aphid farms: Soldiers can find these aphids and colonize them (like great britian) and tax- I mean get honey dew feom the aphids! Cat: An easter egg only found by drawing a cat shaped trail in take control (colony) once all of that is done, the boss fight begins Snail: no information
That's the funny thing. Ants use it to solve all their problems, but humans haven't figured any use for it yet (better than our other tools, which are many).
In nature I have observed that sometimes there are two ant hills very close to each other and they don't seem to fight each other, so maybe the ants can actually establish a truce if there's enough resources for both.
i just found your channel and I LOVE IT!!! i love finding small projects like this and messing around with it!!! not really a programer my self but still find it very interesting!! a few recommendations? maybe give ants the ability to dig/build? as that is what they are really known for? like each peace of first has to be moved out of the nest and the larger the nest gets the more that need to be moved? giving an ant hill or termite tower affect? just think that would be cool lol!! keep up the work it looks amazing!!!!
It would be cool if for the next release there could be more options for colonies where you can set the max number and how many ants the colony spawns with also some more materials like mayeby different animals and ants would run or fight them? Or add a option for a queen ant where she can make her own colony and ants could make walls slowly
This series was great nicely done!!! A lot of the music in them is slightly insanity inducing but at least can mute the videos and put something else on 😂
I would like you to add some special thing to every colony like maybe yellow ants damage red startegy blue power of taking food cyan need lower food to make ants purple speed Etc And maybe ants can take the home base of the colonies that dies
It’s weird that the biggest fights seem to be over the smaller quantities of food, since the colonies usually only meet when the food source is smaller. Maybe have the fighter ants also try to follow the stronger “food here” scents so the colonies waste fewer resources fighting for less reward?
Great job, congratulations. I like to watch the videos. Do you have a website where you teach how to program what you created? What techniques did you use, like genetic algorithms, neural networks, population dynamics rules, etc., it would be very helpful to show how the program works, flowchart, and so on, maybe create a course. once again Congratulations
How do you go about optimising this code? I had trouble with JavaScript libraries because rendering each ant and the spots caused huge lag. Did you have any problems with lag?
It really depends on the implementation details. I believe he's using SFML, which employs decent rendering practices and can draw plenty of sprites before running into any issues. There's no reason JS couldn't accomplish the same, assuming you select a capable rendering library and use it efficiently.
Many objects are drawn in bach here. I have 1 draw call per colony to render all its ants at once. The performances would have been much lower if I tried to draw each ant individually
Amazing video! I was just hoping someone could explain to me why when a more efficient path is found to the same pile of food, why does the old path start to disappear? why don't both paths thrive?
A glitch I've noticed is that the ants that are fight dont count completly as ant (like in the density setting if you turn off draw ants the the frontlines I like building dont appear. Also when you move colonies the fighting ants dont get tped back)
It would be interesting if there was a way for lesser ant populations to switch into a reproductive mode and bolster their numbers quicker than others in order to survive. Because it seems that whichever colony has the most ants wins every time, so it would be neat to have that not always be the case
People studied ants, figured out how they work. Other people studied computers, figured out how they work. This author combined that knowledge to create a presentation involving both.
I’d be interested to see ants on roads, where ants have to travel single file with a minimum space apart. It would be interesting to see how they would use main roads and side roads.
Does anyone know how to adjust the screen size? I'm running on a laptop Windows 10 right now, and the screen doesn't fit on my laptop Edit: My screen resolution is 1366 x 768.
From my humble point of view your ideas how to enjoy the goodness of programming (here especially wonderful C++) are brilliant. Great channel and promotion of perfectionism. Consistent programming. I do believe all the subscribers enjoy watching your great performance and analyze the code. Keep fingers for your goals. Have nice day.
Thank you very much for your support
Why C and C++ exist instead of C+ ?
@@lasvoss018 r/cursedComments
@@lasvoss018 the ++ in C++ denotes the 'increment operator'. You'll learn about it when you will take a C++ course.
@@user-ml1mr1ls2y is the increment operator really that important for them to name the language after it
I think it would be amazing if you could code so that The ants could dig through weaker materials or move light obstacles around or even cross bridges or float across water like real ants do
Ηow would they know what is behind a wall if they dont explore first? I dont think this is possible in 2d,maybe in 3d.
@@theodorostsilikis4025 still would be cool, I was thinking for building a nest structure or mounds, similar to termites
@@pipecleanermaster Perhaps, we could make the simulation 3-D, as in two layers. Also, we could have larvae which grow into ants over time.
@@pipecleanermaster While surface movement is relatively simple to simulate, nest construction has proven to be rather... uncommon? I don't know how difficult it would be, but from what few examples there have been, none have done all that great of a job. There would have to be several dozen behaviors as well as many unique signals in order to construct anything like how a nest is formed.
That being said, breakable walls would be interesting for delayed rooms, such as the one at 4:00
or even turn into bridges, or make graveyards for the fallen.
Love the progress you've made! Been watching for a while now. Looking forward to see more vids!
You are making thoughts into an art form which translates into meaning perfectly, through digitally described animation like this. I am so impressed at how guddamn good these all are, and the AI simulations. This stuff is absolutely incredible coming from a single person with no large team or budget. So cool!
Never have I been so fortunate as to arrive to one of your videos this early. Excited to be able to play around with this.
Lol, I've just discovered your channel, and was watching all your vids, then decided to subscribe, and now a new vid already popped, ha. Nice!
The fighting ants are weird to me, have yet to look at the code for his new version, but in the last version it looked like they were produced parallel to the normal ant stream, which since, as far as I could tell, actively harvesting colonies are typically just deleting a bunch of the incoming food normally, just means a colony producing fighters is just getting to use more of it's resources, meaning once you 'saturate' your colony's food reserves it is optimal to be producing fighters, which in my runs was often triggered asymmetrically by one lost ant giving one side a massive headstart on fighter production.
My minimal coding experience led me to removing fighter production altogether and having the basic ants not seek to start fights but be able to initiate battle if they happen to cross paths with an opposing ant and seek to pile on to aid allied ants they 'see' are fighting.
I also made colonies able to hold basically infinite food cause I disliked the waste, would rather have had them chill around the colony till there was space or something, but didn't know how. Also wanted to add some sort of disengage, but couldn't make heads or tails of the marker system to even begin to implement that.
Any plans to resolve small (one to two tile) gaps slaughtering ants? even something as simple as 'drop food and teleport to home colony' instead of die, or perhaps a 'warn away'/'danger' marker (perhaps with with walls/floor that either kill or have a chance to kill on contact)
Hello just wanted you to know that I love your work and you're very talented! I love how far you've gone with this ants project and I see even more possible growth! Keep up the good work!
I absolutely love all the work that you do on this channel. This is yet another example of astoundingly great content. You maintain a high quality level throughout your videos and we all appreciate the effort.
I was curious about 3 possible additional scenarios that could be added to the ant colony simulations:
1) Moving of a colony. This could be with regards to multiple scenarios such as : too far away from a large source of food, too close to a competing colony.
2) Creation of a new colony. In situations where the popoluation density of a colony is extremely high it would be beneficial if the colony created some kind of secondary location to help save on resources.
3) Merging of colonies. When there are two colonies that are in close proximity to each other for a large period of time maybe they start reproducing to create a colony that is hostile to neither.
These are just some ideas. I hope you like them. Have a nice day.
For anyone wondering, the .exe file works just fine on Linux using Wine.
I used a default Bottles config to run mine and it hasn't had any issues.
This is just epic. Like you have made this seemingly boring concept of simulated ants and made it into something so interesting!
this is very good! thank you for this code and amazing editor that's easy to use! my suggestions/ideas are a wall that is demolishable, so that wandering ants that run into it will remove a pixel of wall, food that only certain colonies want, and the ability to speed the simulations up to 10x speed in the editor for convenience. thank you!
Found this through curious archive and my daughter played it all evening, barely even stopping to eat pizza -- every 9 year old's favourite food. 10/10 stars, daughter's new favourite
Your're projects are so well made!
Also could you please create linux version, so I don't lose performance with wine.
I plan to release a debian and macOS version soon :)
Your* “you’re is just short for “you are”.
@@PezzzasWork ah yes "soon"... it has been 1 year
woo pezzza’s here, letsgo (just finished watching the vid, and what you made is awesome ! great job)
Wow this is truly amazing! thanks for sharing a code, since how long are you coding/learning to code? and how old are you?
I am developing for around 15 years and I am 27
@@PezzzasWork that's amazing
@@PezzzasWork Nice!
@@PezzzasWork Holy-
Youve been coding for longer than ive been alive!
So much of this program feels like the old game SimAnt and I love the hell out of that.
This is so close to an Ant RTS game I would like to see.
Add the ability to control some features of the Ants like the distance they move from the colony, give them general directions to move in, building basic structures (storage room, queen room, larvae room, barricades) and other simple orders.
Give orders to dig terrain (works similarly to the food collection) or even move terrain, have some neutral enemies spawn and roam about to fight and turn into food (risk/reward), add some potential modifiers such as rain, temperature, soil differences etc and you are set.
If that all doesnt break the coding go nuts. The Ant kingdom already has a ludicrous variety and adding the capabilities of the insect kingdom you can let players (d)evolve their Ants. Bigger Ants carry more and are tougher, but consume more food, have longer gestation/growth times and have lower larvae generation. Add special castes you can evolve some % of your larvae into like weaver Ant casts to build more intricate structures, steal the ability of the bombardier beatle to shoot corrosive stuff, differentiate between Ants that only bite, Ants that squirt poisons on wounds and Ants with stingers. Add upgrades to consume more food types, farm some insects and plant matter etc.
I know its a weird long shot, but Ants are incredibly suitable for RTS's.
You can try oiut Empires of the Undergrowth if you haven't already - ant based RTS
I might use this as a screensaver, if I could set it to plop random new food sources at a certain level of depletion. The evolution of the density view is lovely.
It is just amazing! I love watching how you develop it more and more
just a thought of mine: how abaut a walltype which the ants can "eat" through. could bring in some food but not as much as an actual foodsource. they can eat away that section of wall and find an alternative route or something like that....
i think that will make possible to make ants that make their own nests instead of filling up space. possibly with materials with varying 'hardness' that makes ants chew threw soft soil first if they can but able to go through harder soil slowly if needed. The nest can then be simply an opening hole, like a portal between aboveground and underground
lol i like how you corrected the "wathing" to "watching" as a nod to your previous video
All I can do is laugh it off :D
Best update so far. I hope you update this more in the future; this is seriously such an incredibly fun tool to experiment with and learn from
Density looks like sci-fi energy, and i like that
Pure entertainment channel! Just like primitive technology. Every video is delicious eyecandy. And so inspirational for beginner programmers like me. Thanks for hight quality content!
Everytime i watch your ant simulation videos i feel i need to start diving in to C++
What program should i use? (tutorials i can ofcourse find on the tube here)
Man this is awesome!
TheCherno has a pretty good C++ series. Though I wouldn't reccomend learning C++ as a first programming language.
I learned mainly by doing little projects over the past few years
@@zperk13 thanks i will be looking into it!
@@PezzzasWork well i take that as a good example!
Some ideas
Poisoned food + Healer Ant + Poisoned Food Mark: Basically, the poisoned food damages the ant that has held poisoned food (and it can start some sort of plauge) and thats where the healer comes in. Healers are small and don't forage for food, they follow Poisoned food marks and they heal the ants going there, sooner in the simulation they can destroy that certaint poisoned food
Sister colonies + Rebellions: Sister colonies are set up by some ants, rebellions happen when the Sister colony has no more loyalty to that colony
Water: Water slows and kills ants, to prevent this, the colony must have...
Builder ants + Dirt: They build bridges with dirt and prevents death of familiy members
Take Control (Colony): This system makes you take control of a colony, you can click the colony to produce a worker, soldier, healer or builder. You can also draw paths!
Take Control (Ant): This system makes you in control of an ant, you can plant "to home", "to food", "no more food", "to enemy" and "to poisoned food" marks, to move the ant you must click on an empty space and the ant will follow the place you clicked
Other bugs: They can range from the mighty praying mantis to the cute and peaceful aphids or the hideous cockroach. Oh and did I mention aphids?
Aphid farms: Soldiers can find these aphids and colonize them (like great britian) and tax- I mean get honey dew feom the aphids!
Cat: An easter egg only found by drawing a cat shaped trail in take control (colony) once all of that is done, the boss fight begins
Snail: no information
the way you made the density red creeps me out, they look like blood vessels.
Only found this just now. I really like your work :D
Amazing! What kinds of problems we’ll solve!
That's the funny thing. Ants use it to solve all their problems, but humans haven't figured any use for it yet (better than our other tools, which are many).
In nature I have observed that sometimes there are two ant hills very close to each other and they don't seem to fight each other, so maybe the ants can actually establish a truce if there's enough resources for both.
Okay okay the colonies are super cool but your cursive with a mouse is so good
A Big thanks for having published your work that aweome !!!!
Idk about others but this channel is so much inspiring for me to get into c++
i just found your channel and I LOVE IT!!!
i love finding small projects like this and messing around with it!!!
not really a programer my self but still find it very interesting!!
a few recommendations? maybe give ants the ability to dig/build? as that is what they are really known for? like each peace of first has to be moved out of the nest and the larger the nest gets the more that need to be moved? giving an ant hill or termite tower affect?
just think that would be cool lol!!
keep up the work it looks amazing!!!!
FINALLY! Another upload by our chicken god
I like how he's legit making bending laser beams
It would be cool if for the next release there could be more options for colonies where you can set the max number and how many ants the colony spawns with also some more materials like mayeby different animals and ants would run or fight them? Or add a option for a queen ant where she can make her own colony and ants could make walls slowly
Also different ant types like worker ants army ants/fighting ants and the giant one
Your vids are so awesome! I've been fascinated by AI technology because of this :D Keep up the good work and you might be my favorite youtuber!
I'm still patiently waiting for this to be released as a game for mobile.
Would love to see multiple colonies of one color that aren’t considered enemy colonies, and possibly new functions for the ants.
Yes! This is what I've been waiting for! Wahooo!!
Yes! I'm early! Been waiting for this
Fascinating.
This is amazing If I had a few suggestions mabye adding poisonous food so the ants learn not to eat it
This series was great nicely done!!! A lot of the music in them is slightly insanity inducing but at least can mute the videos and put something else on 😂
Great work that you are making brother, great contribution. Have good fortune :)
Is this the finale or is there more to come cuz I love this so much
ooo yeah not disapointed been wanting to run this for ages
relaxing series i watch it to sleep always end up at 4th episode
Ive been following it since the first video. You'e the best
This is incredible stuff! I'm going to think about how to add it to my community and help generate deserved revenue! :)
This is awesome! I'm excited to play with this later.
I’m jealous of your handwriting… or… screenwriting? Eh whatever, either way you are absolutely godly. Keep up the amazing work.
I would like you to add some special thing to every colony like maybe
yellow ants damage
red startegy
blue power of taking food
cyan need lower food to make ants
purple speed
Etc
And maybe ants can take the home base of the colonies that dies
all the red pheremones look like something out of stranger things
No, thank YOU!!!
I could spend the entire day just wathing you play with ants
This tool is simply amazing! Thanks for it
Had so much fun messing about with the exe.
I love the density only view
It’s weird that the biggest fights seem to be over the smaller quantities of food, since the colonies usually only meet when the food source is smaller. Maybe have the fighter ants also try to follow the stronger “food here” scents so the colonies waste fewer resources fighting for less reward?
best notif ever
Thanks it's an awesome simulation. Very impressive
Part 7 pls
Awesome, please keep up the good work.
Awesome stuff. One piece of feedback: probably listen to military songs.
Any way to save maps?
Quel bonheur de voir tes notifs arriver :D
Merci beaucoup :D
@@birbmeme2191 it's French, just said that it was a pleasure to receive his notifications ^^
Whoa super super and inspiring.
Nice work! Just one question, how do u edit the incial amount of ants per colony?
6:00 cyan won cause he defended his access to food source. Pretty clever I would say
This is beautiful.
Awesome work as always!!!
Begun, the ant wars have.
What if you made different types of ants, like a leafcutter ant who produces ants directly from the colony and uses food to make the colony bigger?
It would be cool if you gave the ants the ability to dig and a block that they could dig threw so we could see them create colonies
this is a real christmas present
Great job, congratulations. I like to watch the videos. Do you have a website where you teach how to program what you created? What techniques did you use, like genetic algorithms, neural networks, population dynamics rules, etc., it would be very helpful to show how the program works, flowchart, and so on, maybe create a course. once again Congratulations
Oddly beautiful
How do you go about optimising this code? I had trouble with JavaScript libraries because rendering each ant and the spots caused huge lag. Did you have any problems with lag?
well he's in c++ so everything is like 3X faster
It really depends on the implementation details. I believe he's using SFML, which employs decent rendering practices and can draw plenty of sprites before running into any issues. There's no reason JS couldn't accomplish the same, assuming you select a capable rendering library and use it efficiently.
Many objects are drawn in bach here. I have 1 draw call per colony to render all its ants at once. The performances would have been much lower if I tried to draw each ant individually
3:38
"you should be more social"
me (the ant in bottom left):
I will have so much fun with this
What tutorial to build this, what channels recommend this is pure fun
what are the white circles in the colonies?
Suggestion: ability to save maps.
Amazing video! I was just hoping someone could explain to me why when a more efficient path is found to the same pile of food, why does the old path start to disappear? why don't both paths thrive?
I think you should add the ants digging so if there’s no food they try to find some
How do I learn to do things like these Guru John?.Guide me in my path to discovering this fascinating subject.
Then, dynamic spawn point, then this could be a new sort of electronic pet.
This is awesome !
Beautiful. I'm gonna lose a good few hours to this.
A glitch I've noticed is that the ants that are fight dont count completly as ant (like in the density setting if you turn off draw ants the the frontlines I like building dont appear. Also when you move colonies the fighting ants dont get tped back)
would that be expensive to use as a general purpose multithreaded search and pathfinding algorithm for complex spaces?
It would be interesting if there was a way for lesser ant populations to switch into a reproductive mode and bolster their numbers quicker than others in order to survive. Because it seems that whichever colony has the most ants wins every time, so it would be neat to have that not always be the case
Man, where did you learn how to do such things?
People studied ants, figured out how they work. Other people studied computers, figured out how they work. This author combined that knowledge to create a presentation involving both.
I mainly know about programming and this project was an experiment to understand how ants could create paths to fetch food
I’d be interested to see ants on roads, where ants have to travel single file with a minimum space apart. It would be interesting to see how they would use main roads and side roads.
can be ultra fun with IA gen stuff
any way to re-populate/grow new resources? seems like an entropy simulation without ecosystem considerations.
amazing
Does anyone know how to adjust the screen size? I'm running on a laptop Windows 10 right now, and the screen doesn't fit on my laptop
Edit: My screen resolution is 1366 x 768.
Nice! Tried out the simulator, was really cool and beautiful. But I wonder if it’s possible to edit the initial amount of ants?