Really hoping for some charts and graphs and maybe even a generation tree or family tree for them. Looking forward to getting sucked back into the simulation too. Watching these events make me want to play it more.
As each bibite genetic state should be fixed size, it would make sense to store each generation in a SQL db. Each entry has link to its parent, allowing queries of the entire genetic history. it should be really quick to add new entries as the simulation runs.
I’ve been working on a pretty similar project for the last 3 years and I used a force directed graph to represent the family tree in 3D! It works great for visualizing each genus :)
This is where there is actually a lot of value in having genetic material that is “useless”. The useless parts of the genome are great for determining how (and when) they diverged. Because that DNA doesn’t have any function, it’s very unlikely to be similar as a result of convergent evolution, and much more likely a result of common ancestry.
I absolutely love this series. The only issue with it is the wait between uploads is so long (which is understandable), I have to spend a minute attempting to remember what the last episode taught us! A lot of it is common sense though, so that isn't too difficult :)
@@TheBibitesDigitalLife do you ever think you would do like a few smaller updates in between the big videos? Idk about anyone else but I’d even be interested in the coding that goes into it. Maybe like a less edited video that doesn’t take time to make?
You might have to separate the diet gene. I talked about it a bit on the last video. The fact of the matter is that it takes way too much time to "un evolve" plant digestion and transform it into meat digestion for carnivores to ever evolve. Instead of making them *choose* between plants or meats, just have an individual gene for each. This would make it possible for a bibite to have maximum efficiency in both plants AND meat, however you can balance this by making such a metabolism extremely costly in energy. I don't know exactly what else can be done to promote evolution to carnivore, but at the very least you shouldn't punish them for trying by having them lose their main food source entirely. I don't know if even this will help fix the predation problem, it's just a guess.
I more or less agree with you. It is essentially impossible for one to start out carnivorous, because stupid carnivores can't really live. By the time they are smart they will have maxed plant digestion to the point that meat is a net negative. Which brings me to how I got carnivory to evolve in my file, by setting the minimum value of meat above zero, and making is disappear very slowly. Once they were thriving from eating meat, then evolving aggression followed, though I didn't run long enough for them to get too good, just basically a tendency to steer at other bibites.
@@Nevir202 If he ever separates the diet gene, my theory is that the more aggressive/territorial herbivores will eventually evolve into carnivory as a result of already having the tools needed to kill.
@@CorwinTheOneAndOnly Makes sense as well. Oh, or I forgot, another solution I pointed out that might work in a past video, is a nutritional value input neuron where they can know whether what they are putting in their mouth is a net positive or negative, and with the right link, they could spit it out. That might allow the random start species to develop carnivory off the bat, if they got extremely lucky. As is, carnivores mostly seem to poison themselves to death due to tons of plant matter lying around that they will automatically swallow if they touch it.
i think that the plants are just too dense in this simulation . i dont think that any bibbit with a good enough brain will have any issue getting food in these plant islands. larger clutches of children may help this as well. if bibbit eggs spawned more babies at once, there would be more competition for food early in bibbit life. more babies born in the same small area means less plants will be availablein that birth area, more starveling baby bibbits means more ambient meat in the form of corpses. more small baby bibbits means more mouth-full sized bibbits in the environment for developing carnivores to swallow. more babies also means more chances for carnivores to develop each generation before herbivores become too specialized and efficient. it also gives a big boost to babies born with a predisposition towards eating meat.... becuase they are born surrounded by meat in the form of their siblings. this would also create selection pressure towards faster growth and less efficient energy use in order for herbavor babies to escape the competition or consumption at birth. this would also make eating meat a potentially more efficient food choice as small predators could constantly and efficiently eat babies without haveing to race to achive large size or defenses.
this is by far the best evolution simulation I've seen!! I'm absolutely in love with the graphics, the way the colors indicate family more than traits is cool! Their shape and size, too.. it's so great! I'd wait forever for more of this!
Great video ! Maybe keeping some basic info of the family tree (coord of birth, parent genes (or a name based on a region? done manually or randomly through evolution)) for each bibite could help you figure out which species are responsible for big changes and wipeouts in an area. You can keep maybe 2/3/or more ancestors worth of info to avoid performance issues and still have a kind of archaeologic path to follow. Combined with the random creatures saving mentioned by @nacoran, it could give you 100 hours worth of work :D to study the history of an 100h simulation and narrate its story to us, story that only you experienced.
A helpful feature would probably be an auto saver. Set a 1, 5 or custom hour timer and don’t have to worry about missing stuff. Rozoculi hostis will definitely conquer the island. Love the project. Keep it up 👍
I’m really excited for this since it has been a while since a long simulation(which was only 1 hour and was 2 years ago). Also P.S people on the thebibites reddit have done significantly longer simulations.
One suggestion I have to make ancestry identification easier would be to pick like 20 or so “base colors” and then make it so that the color can only be used by one initial spawn at a time. As long as early individuals die at a rate faster than new initial spawns are added, this should work. Then, make it so that color mutates incredibly slowly. Like perhaps the value of the color gene is divided by a factor of a fifty so that it requires 50 successive mutations for the color change to be visible. Otherwise the best option would be to store all the ancestry data and make it possible to search individuals in the ancestry tree and determine relationships that way (though you probably chose not to do this because it is very data intensive)
I don't think it would be too hard. Have each initial spawn have a randomly generated, 5 long string (like "eny8x"). Every single one of it's children gets (the same) random letter added to its tag. This gives a way to follow lineages and shouldn't take too much memory
This stuff is so cool, love that you keep showcasing it. Been following for a few videos, have been fascinated by the results. Keep up the good work dude!
You should make a program that takes makes a life chart showing every mutation and who that mutation came from. Both in terms of evolution tree and where it is and where their ancestors primarily lived. This way you can keep it running without missing anything.
Hey, I think you should add an air composition system. Different organisms would breathe and emit different compounds. The more of a certain compound is in the air, the healthier the affected bibites would be. They'd benefit from augmented lifespan, size, speed, etc I've always loved evolution simulators and I think its awesome we're getting one from Québec!
While it is fun to see the detective work done to fiure out where the new species come from, I think this shows that your simulation would really profit from having trackers implemented: some sort of family tree of the species, and the ability to draw a graph of the population over time of a branch of the tree, of or the amount of bibites that fit in a parameter set (two imperfect ways to define a species). This way you could see the development of a species much more closely!
I think you should add an optional auto save/snapshot feature. Make it an option with a time parameter, that way you could just set it to five hours and then not have to worry about missing key evolutionary events, like the pinkeye migration. Loving this!!
I think I have a good idea to implement into the game at some point. You could add a random name generator to name virgin birth species and after some number of mutations or generations a new species name or genus name is generated. Not only does this let us track the divergence of species more easily but the names could be used by the species as a way of identifying relatives and a gene could control levels of aggression towards them, so predators have the ability to choose not to eat their babies, or encourage species to herd as a family group.
It's good to see the improvements in graphics, as atmosphere is a very important part of these slow-paced spectator type games. Simple mainstream videos like this are also the right direction for attracting more people
Wtf, I thought about making a Simmilar Simulation software. But yours is much better than I could ever have make it. Thanks a lot for sharing this programm with the world for free.
Thanks! But I would still encourage you to try and do something like that yourself! It's a lot of fun, and there's an infinite space of possibilities and directions you can take your project
@@TheBibitesDigitalLife I will try it some day. But right know University (CS) keeps me busy with Calculus and Linear Algebra xD. I hope that I will be able to use that knowledge in a Project like that.
I got inspired from your videos and made my own version (kind of) in scratch and I found a bug where the "creatures" would randomly accidentally evolve to have negative speed, so they would get stuck against the walls and actually gain energy from not moving so I actually left it because it reminds me of a clam or muscle which stay still and just get energy from not moving
counterpoint for the inutilus invasion of southern island: what are the odds that they survived both the trip across the void AND the eye color filter?
Just going to say that the one island having denser plants is likely because the spinny creatures turn while eating, pushing the food out of the way. It leads to Empty pockets surrounded by dense greenery, while the other islands have larger creatures that swallow food whole, thus leaving less resources behind. Likely not a bug Never forget that every thing in an ecosystem effects everything else
coming from part 2 to get myself a refresher and i just had an idea. in future releases being able to have a once click "quick start" option that takes some predefined starting Bibites (with significant mutation applied) akin to the complexities shown here (as well as default recommended world variables). this would mean that people that dont have (or dont want to wait) hundreds of hours can get straight to the interesting part after the initial false starts. additionally, having a time-warp method to skip forward a few generations/timesteps as fast as the system can process it via a simplified smaller sample of the environment and doing some emulation of things (like for example instead of simulating the actual movement you estimate the probability of a creature getting food each tick and use that). obviously this would sacrafice some of the "legitimacy" of the simulation but it would be an advanced option and possibly useful for testing later, more complex, life forms for you too (as opposed to doing this for hundreds of hours). another cool feature that would blend nicely with that is (assuming it comes to steam eventually) workshop/creature-pack support. that is, downloading either preset configurations, Bibetes, etc. this would really be useful once the Bibete editor is done, allowing users to create, share and download curated creatures to spawn in and let loose in crafted scenarios. i mean, what good is a life simulator if you cant play god a bit and test your creations personally :P
Nice to see such works) Had almost the same idea of evolution simulator long ago at early 00's, but computational possibilities were totally not enough to produce anything serious. Currently I still have some more ideas on evolution simulation, but yet can't get my hands on it)
@@nenmaster5218 you could just search for english-to-lating online translation. And then construct the name of your species according to how it is done in science.
So cool! What fun. I really like the time when you didn't keep track for 20 hrs and so got to be like a real paleontologist, trying to piece together what may have happened without all the data. I also Love how you name each species scientifically! It's amazing how the creatures vary, some even crossing the void to another colony. Gonna have to try this for myself! thanks for making such a fun evolution game/tool!
To solve "where they came from?" problem game could record history of every bibit, most likely to hard drive, as I expect it could get large for longer simulations. Unique ID would be needed, obviously. It would record birth/spawn time+position, death time+position, genome+brain setup and some interesting stats like I dunno, average speed, how much it travelled so far, how much it ate, how many it killed etc etc. It would need to have decently human-readable format (JSON?) and regardless in future some history browser in-game to review history of particular selected bibit. Stuff like recording position when being born and died would allow for identifying these heroic bibits that passed great void and by pure luck end up in other island. Also, automated save system would be useful for snapshots of simulation.
As an evolutionary biologist, all of this is waaaaay too relatable X-D „Wait, how did this happen? Both explanations seem really unlikely!“ „Damn, I have no data for this entire time frame. How am I supposed to reconstruct what happened here?“ „Wait… these are technically still belonging to the same species, but they are in the process of losing its defining characteristic!“ All of this is linked to actual problems scientists in these fields have.
Exactly what I was trying to recreate! Thanks for your kind comments ❤️ People keep telling me to add autosaving to the simulation (it's already an option) but they miss the point 😭
Maybe also have different toxins (from plants) effect different bibites in different ways? Kinda like how we humans use caffeine or capsaicin as stimulants or recreation respectively, despite those chemicals being there to prevent predation
Definitely want to see what happens in the next generations so I will be subscribing. Also I bet on the green ones fairing better solely because they are a color other than the clear ones everywhere else
I feel this unintentionally represents how organisms think more than evolution. They try close to the most sensible thing, but they have a randomizer, so they can sometimes come up with better strategies. Eutherians (and Angiosperms and Yeast depending on your beliefs) do that in their mind with a minisimulation.
you can use your eye coloring on each island, to name them. what would be interesting is having the eye coloring only half of the size of the island, so that migration can still happen
The way they spin when stomach is full is probably why the food accumulated into large patches, essentially pushing them around until they are unable to push further from collision of other particles. Similar to those man made lab grown cells that would pile debris into piles due to their spinning.
Could you add a feature, which lets you mark 2 bibites as a certain species, the programm would then check with a family tree for the earliest common ancestor and then label all descendents accordingly?
Perhaps it's worth to check out "Species: Artificial Life Real Evolution" or even contact its creator. I like both simulations and think you could definitely get some good ideas from each other's projects.
I don't know how you did the pheromone stuff, but I have an idea, that could encourage cooperation between same species individuals, and also potentially mimicking. Have pheremones be made of multiple different materials, a lot like chemicals, but of course still slider-adjustable, and have those chemicals affect how much energy, that producing pheromones costs, maybe it costs something mostly found in plants (and therefore sometimes also found in herbivores), maybe there is a chemical, that makes the pheremones spread better, stick to meat, last longer, is spread less as the individual ages (well, that's a property of the organism, not the pheremone, but it's still a good idea, that just doesn't belong here), sticks to the smelling organ of smellers in the area, is only smellable after a certain amount of time after released and/or after being smelled (like a pill capsule, that dissolves), maybe a chemical does nothing at all except smell a little different. And the thing, that could really make it interesting. Varied proficiencies in detecting different types of chemicals in pheremones! Also poison and venom. Poison in the form of a poisonous organism will deal damage to an individual, that bites it, and potentially damage over time. Other type of poison is just a slider in the properties of chemicals in pheremones. Venom is just deal damage over time or do something crazy, like neutralize bitten organism's stomache acid, or make bitten organism's neural network recieve slightly randomized inputs for a certain period of time. Of course my idea for chemicals in pheremones also apply to venom and poison, and immune system is basically pheromone detection proficiency, but with a few modifications. This way, more advanced communication between same-species organisms can occur, and they can avoid being eavesdroppped on by predators. It also allows species to differentiate each other more realistically (along with vision of course). And with that, opens the possibility for herbivores to hide by imitating predators or poisonous herbivores without spending energy on producing poison themselves. It allows the ecosystems to be much more dynamic, advanced, comlex, and several other big fancy words!!! (Though you'd probably also need a timelapse button/time slider, and a much bigger population, and an incentive to improve, such as a decreasing/varying/slowly oscillating amont of food being spawned, changing climate or something.)
You could make an autosave mechanic with controllable frequency. It helps, especially when you're bad at remembering to save things (Definitely not speaking from exeperience). Alternatively, you could give each bibite a hereditary serial number. It would make it easier to track migration events. And you could have a tool to manually edit said serial number to differentiate between species. Also, I know the simulation is already pretty complex, (And I haven't watched every video, so this could already be a thing that I just don't know about) but it would be pretty cool if you could implement other environmental pressures besides just plant growth (Temperature, for example)
Pretty sure the Green one is at such an advantage that it'll overtake the other species and eventually speciate into its own set of competing descendants one of which will hilariously fill the niche of the slain species from before.
why not logging geneology of bibits? it will give you accurate information who descend from who and when in which island there are lot of space for data analysis
No idea if this has any actual basis, but in the quest for predation naturally evolving in an ecosystem, would insects (or an organism that performs their many bedrock foundations) be an essential part of that? Insects are incredibly important in ecosystems, but are often understated because of their lack-of-size relative to us. We focus on the bigger animals but I feel it might be worth at least thinking about the super tiny organisms as well when considering an ecosystem.
Id Love To see some way to cause certain events such as like the plant islands splitting into two more distinct places or sudden food shortages the amount of sunlight for plants to grow excetera maybe even a way to introduce other species to an ecosystem
This is great. It would be cool to see a few non-coding genes so you can do professional taxonomy (quantifying divergence between species and the time since the last common ancestor...) Have you considered adding sexual reproduction and linkage between genes?? I actually work in population genetics, and it would be a pleasure to help you with the biology part 😁
I love your videos. Such an amazing and interesting idea. But i rly hope you are able to make the system sustainable for hunter animals as well. That would bring such great tactics into that system
The diet gene should really be more of a gut complexity gene. More complex guts cost more energy to maintain but can digest tougher foods more efficiently. Pair that with the already planned plant evolution system and what you end up with is a natural divergence in herbivores and carnivores. At first, plants are soft and sedentary, making them easy food for simple guts, but over time they’ll develop to become tougher in order to avoid being eaten amongst other things, which will require more complex guts to process efficiently. This will cause a divergence in Bibites between those that invest in complex guts to continue eating tough plant matter, and those that specialize to eat specific, less tough parts of the plants, and those bibites that start to predate on others in order to avoid investing in costly complex guts.
It's all fun and games until these little species gain consciousness and find out the meaning behind the names you've given them, rebel and take over all of your computer systems as hostages.
Woah, now add the ability to produce food or store fat. If the bebittes can mutate with a carnivorous organ, they could eat other bebittes. You could have bebittes who feed on light and oxygen too and produce basic food unit and store it, like a plant produce fructose.
If you use scientific binomial names remember that only names of geni are written with initial capital letter. Inuticulus cascus (not Inuticulus Cascus). Just for note.
Idk but i think in the southern island the tough skinned pink eye developed armor not to protect but to be able to be pushed and get more food from the aggressive pink eye and gain more food by the extra push as known they are both herbivores and not actively hunting eachother
I really wish these evo-sims would factor in "waste" production. Waste alters environments. The adage of one's garbage is another's treasure will eventually take hold. Further, eating one's own shit is usually a bad idea, and any organisms that just consumes and excretes waste completely unchecked would quickly toxify the ecosystem. The early Earth had very little free oxygen as it was toxic to that era of life and then baam, cyanobacteria started shitting tons of it, changing the world in the process by triggering mass extinction and rapid evolution...Adapt or die.
30 minutes for you, and here I am with nearly 80 sim hours and I swear nothing has reproduced cause even the slow ones can't digest fast enough to not die with a full stomach.
Shouldn't the bibites have "sense" stat or something that makes them better at navigating their environment it would prevent the creatures running into the void over generations they would learn to stay on their island and avoid the ledge
The Bibite's ability to swallow food whole made me realize that the implementation of parasitism would be interesting. If a small digestion-resistant bibite gets eaten by a larger bibite, it could eat food inside the bibite, reproduce, then spread after the bibite dies. Just something I thought could be cool to add.
I was more thinking like Lampreys, which are parasitic eels that latch onto an animal and drain their blood. Bibites could latch onto another bibite and drain its energy.
I think each bibite should be assigned with a random letter and number when they are born from nothing and each of their kid would have the same number. This would make it easier to track migrations and extinction events, as it would act like an ID to identify species with a common ancestor. In your own simulation, it would have been really useful to make sure that the inutilus truly migrated to other islands.
Or have a letter and number be the first name given when born from nothing (mono name), and their children get a second name with one letter (a, b, etc), then that second name gets a number concatenated next to it whenever it diverges again.
Also adding a bunch of non coding genes mutating a bit slower than normal, to help with phylogeny in general (eye and body colour already functions as such, but they mutate rapidly, and there could be more). Identifiers for "Eves" is a good idea but runs into 2 problems: there are many Eves that are spawned before a viable one thrives (can be solved by just giving them longer markers, or by only giving them to Eves with grandchildren), but also things tend to go so that eventually only one dynasty remains.
Maybe, short of full saves, you could have the program randomly save the genes of a small number of creatures as the simulation progresses. It wouldn't be a full DNA database, but it could have a few samples... the little fossil evidence to help you figure out how things evolved.
Maybe compare with the current samples and if it differs enough, create a new entry (I also suggest adding a timestamp for each entry, to help build a chronological graphic)
Maybe you can encourage predation by lowering plant calories even more and making meat and injured bibites "bleed" a pherhormone trail that allows carnivores to track them
Yeah, I’ve noticed one of the main issues that stops predation from evolving is that Predators cannot detect their prey, and thus are horrible at their job. This would solve the issue partially; If there’s nothing to hurt them and make them bleed initially, then predators wouldn’t evolve.
Maybe parasites would also change the game too! Super small carnivores that will steal an herbivores energy constantly, promoting predation and keeping a balance in the game structure.
There are many evolution projects on UA-cam, but the Bibites are by far my favorite. Their pixel art has so much charm and their complexity is unmatched elsewhere. Nice job!
While creating actual automatic taxonomic classifications would be downright impossible, have you considered creating a UI which allows you to click on a bibite and view all of its ancestors? Since bibites reproduce asexually this would just be a single sliding scale through time. Issues with storage may arise, which is why I would also implement a slider that lets the user decide how many generations back they want it to be saved.
"Issues with storage may arise" what happens generally is that bibites spawn and die again and again then one of them laids an egg and then the whole species goes extinct and then an other one laids an egg and a new rule specie appears and take over the whole map and it ,repeats so no real storage issue but a lot of "write/delete" which isn't a problem when well made
if instead of tracing all individuals forever, doing a little roll back and resuming full logs that lost their space in the current ecosystem every x iterations to just a snapshot, and saving the ancestry from the surviving lineages for more detailed investigation.
Really hoping for some charts and graphs and maybe even a generation tree or family tree for them. Looking forward to getting sucked back into the simulation too. Watching these events make me want to play it more.
yeah always love to see some graphs
YESSS!!!!!
YES
As each bibite genetic state should be fixed size, it would make sense to store each generation in a SQL db. Each entry has link to its parent, allowing queries of the entire genetic history. it should be really quick to add new entries as the simulation runs.
I’ve been working on a pretty similar project for the last 3 years and I used a force directed graph to represent the family tree in 3D! It works great for visualizing each genus :)
This is where there is actually a lot of value in having genetic material that is “useless”. The useless parts of the genome are great for determining how (and when) they diverged. Because that DNA doesn’t have any function, it’s very unlikely to be similar as a result of convergent evolution, and much more likely a result of common ancestry.
I absolutely love this series. The only issue with it is the wait between uploads is so long (which is understandable), I have to spend a minute attempting to remember what the last episode taught us! A lot of it is common sense though, so that isn't too difficult :)
Yeah sorry 😭
I'm alone working on this and it takes me a long time to do
@@TheBibitesDigitalLife I wanna help you
@@TheBibitesDigitalLife do you ever think you would do like a few smaller updates in between the big videos? Idk about anyone else but I’d even be interested in the coding that goes into it. Maybe like a less edited video that doesn’t take time to make?
You might have to separate the diet gene. I talked about it a bit on the last video. The fact of the matter is that it takes way too much time to "un evolve" plant digestion and transform it into meat digestion for carnivores to ever evolve.
Instead of making them *choose* between plants or meats, just have an individual gene for each. This would make it possible for a bibite to have maximum efficiency in both plants AND meat, however you can balance this by making such a metabolism extremely costly in energy. I don't know exactly what else can be done to promote evolution to carnivore, but at the very least you shouldn't punish them for trying by having them lose their main food source entirely.
I don't know if even this will help fix the predation problem, it's just a guess.
Fair point!
I more or less agree with you. It is essentially impossible for one to start out carnivorous, because stupid carnivores can't really live.
By the time they are smart they will have maxed plant digestion to the point that meat is a net negative.
Which brings me to how I got carnivory to evolve in my file, by setting the minimum value of meat above zero, and making is disappear very slowly.
Once they were thriving from eating meat, then evolving aggression followed, though I didn't run long enough for them to get too good, just basically a tendency to steer at other bibites.
@@Nevir202 If he ever separates the diet gene, my theory is that the more aggressive/territorial herbivores will eventually evolve into carnivory as a result of already having the tools needed to kill.
@@CorwinTheOneAndOnly Makes sense as well.
Oh, or I forgot, another solution I pointed out that might work in a past video, is a nutritional value input neuron where they can know whether what they are putting in their mouth is a net positive or negative, and with the right link, they could spit it out.
That might allow the random start species to develop carnivory off the bat, if they got extremely lucky.
As is, carnivores mostly seem to poison themselves to death due to tons of plant matter lying around that they will automatically swallow if they touch it.
i think that the plants are just too dense in this simulation . i dont think that any bibbit with a good enough brain will have any issue getting food in these plant islands. larger clutches of children may help this as well. if bibbit eggs spawned more babies at once, there would be more competition for food early in bibbit life. more babies born in the same small area means less plants will be availablein that birth area, more starveling baby bibbits means more ambient meat in the form of corpses. more small baby bibbits means more mouth-full sized bibbits in the environment for developing carnivores to swallow. more babies also means more chances for carnivores to develop each generation before herbivores become too specialized and efficient. it also gives a big boost to babies born with a predisposition towards eating meat.... becuase they are born surrounded by meat in the form of their siblings.
this would also create selection pressure towards faster growth and less efficient energy use in order for herbavor babies to escape the competition or consumption at birth. this would also make eating meat a potentially more efficient food choice as small predators could constantly and efficiently eat babies without haveing to race to achive large size or defenses.
this is by far the best evolution simulation I've seen!! I'm absolutely in love with the graphics, the way the colors indicate family more than traits is cool! Their shape and size, too.. it's so great! I'd wait forever for more of this!
Great video !
Maybe keeping some basic info of the family tree (coord of birth, parent genes (or a name based on a region? done manually or randomly through evolution)) for each bibite could help you figure out which species are responsible for big changes and wipeouts in an area.
You can keep maybe 2/3/or more ancestors worth of info to avoid performance issues and still have a kind of archaeologic path to follow. Combined with the random creatures saving mentioned by @nacoran, it could give you 100 hours worth of work :D to study the history of an 100h simulation and narrate its story to us, story that only you experienced.
A helpful feature would probably be an auto saver. Set a 1, 5 or custom hour timer and don’t have to worry about missing stuff.
Rozoculi hostis will definitely conquer the island.
Love the project. Keep it up 👍
I’m really excited for this since it has been a while since a long simulation(which was only 1 hour and was 2 years ago).
Also P.S people on the thebibites reddit have done significantly longer simulations.
One suggestion I have to make ancestry identification easier would be to pick like 20 or so “base colors” and then make it so that the color can only be used by one initial spawn at a time. As long as early individuals die at a rate faster than new initial spawns are added, this should work. Then, make it so that color mutates incredibly slowly. Like perhaps the value of the color gene is divided by a factor of a fifty so that it requires 50 successive mutations for the color change to be visible. Otherwise the best option would be to store all the ancestry data and make it possible to search individuals in the ancestry tree and determine relationships that way (though you probably chose not to do this because it is very data intensive)
I don't think it would be too hard. Have each initial spawn have a randomly generated, 5 long string (like "eny8x"). Every single one of it's children gets (the same) random letter added to its tag. This gives a way to follow lineages and shouldn't take too much memory
Keep doing this man, I followed you for a long time - this kind of stuff is going to be fundamental to our future
This stuff is so cool, love that you keep showcasing it. Been following for a few videos, have been fascinated by the results. Keep up the good work dude!
Thanks! I will 💪
You should make a program that takes makes a life chart showing every mutation and who that mutation came from. Both in terms of evolution tree and where it is and where their ancestors primarily lived. This way you can keep it running without missing anything.
Hey, I think you should add an air composition system. Different organisms would breathe and emit different compounds. The more of a certain compound is in the air, the healthier the affected bibites would be. They'd benefit from augmented lifespan, size, speed, etc
I've always loved evolution simulators and I think its awesome we're getting one from Québec!
While it is fun to see the detective work done to fiure out where the new species come from, I think this shows that your simulation would really profit from having trackers implemented: some sort of family tree of the species, and the ability to draw a graph of the population over time of a branch of the tree, of or the amount of bibites that fit in a parameter set (two imperfect ways to define a species). This way you could see the development of a species much more closely!
I think you should add an optional auto save/snapshot feature. Make it an option with a time parameter, that way you could just set it to five hours and then not have to worry about missing key evolutionary events, like the pinkeye migration.
Loving this!!
I think I have a good idea to implement into the game at some point. You could add a random name generator to name virgin birth species and after some number of mutations or generations a new species name or genus name is generated. Not only does this let us track the divergence of species more easily but the names could be used by the species as a way of identifying relatives and a gene could control levels of aggression towards them, so predators have the ability to choose not to eat their babies, or encourage species to herd as a family group.
It's good to see the improvements in graphics, as atmosphere is a very important part of these slow-paced spectator type games. Simple mainstream videos like this are also the right direction for attracting more people
I'm loving the near-immediate concern over trying to figure out the evolutionary taxonomy.
Wtf, I thought about making a Simmilar Simulation software. But yours is much better than I could ever have make it.
Thanks a lot for sharing this programm with the world for free.
Thanks! But I would still encourage you to try and do something like that yourself!
It's a lot of fun, and there's an infinite space of possibilities and directions you can take your project
@@TheBibitesDigitalLife I will try it some day. But right know University (CS) keeps me busy with Calculus and Linear Algebra xD.
I hope that I will be able to use that knowledge in a Project like that.
I got inspired from your videos and made my own version (kind of) in scratch and I found a bug where the "creatures" would randomly accidentally evolve to have negative speed, so they would get stuck against the walls and actually gain energy from not moving so I actually left it because it reminds me of a clam or muscle which stay still and just get energy from not moving
counterpoint for the inutilus invasion of southern island: what are the odds that they survived both the trip across the void AND the eye color filter?
Just going to say that the one island having denser plants is likely because the spinny creatures turn while eating, pushing the food out of the way. It leads to Empty pockets surrounded by dense greenery, while the other islands have larger creatures that swallow food whole, thus leaving less resources behind. Likely not a bug
Never forget that every thing in an ecosystem effects everything else
I like to think the high strength bibite was accidentally biting the armoured one enough that they had to develop armour in order to not die.
coming from part 2 to get myself a refresher and i just had an idea. in future releases being able to have a once click "quick start" option that takes some predefined starting Bibites (with significant mutation applied) akin to the complexities shown here (as well as default recommended world variables). this would mean that people that dont have (or dont want to wait) hundreds of hours can get straight to the interesting part after the initial false starts. additionally, having a time-warp method to skip forward a few generations/timesteps as fast as the system can process it via a simplified smaller sample of the environment and doing some emulation of things (like for example instead of simulating the actual movement you estimate the probability of a creature getting food each tick and use that). obviously this would sacrafice some of the "legitimacy" of the simulation but it would be an advanced option and possibly useful for testing later, more complex, life forms for you too (as opposed to doing this for hundreds of hours).
another cool feature that would blend nicely with that is (assuming it comes to steam eventually) workshop/creature-pack support. that is, downloading either preset configurations, Bibetes, etc. this would really be useful once the Bibete editor is done, allowing users to create, share and download curated creatures to spawn in and let loose in crafted scenarios. i mean, what good is a life simulator if you cant play god a bit and test your creations personally :P
Nice to see such works) Had almost the same idea of evolution simulator long ago at early 00's, but computational possibilities were totally not enough to produce anything serious. Currently I still have some more ideas on evolution simulation, but yet can't get my hands on it)
HELP!!
For this Latin-Taxomony-Naming,
is there an Online-App i can use?
@@nenmaster5218 you could just search for english-to-lating online translation. And then construct the name of your species according to how it is done in science.
So cool! What fun. I really like the time when you didn't keep track for 20 hrs and so got to be like a real paleontologist, trying to piece together what may have happened without all the data. I also Love how you name each species scientifically!
It's amazing how the creatures vary, some even crossing the void to another colony. Gonna have to try this for myself! thanks for making such a fun evolution game/tool!
i like keepin up on some of my favourite evolution simulation projects, so this and the sapling are 100% good!
To solve "where they came from?" problem game could record history of every bibit, most likely to hard drive, as I expect it could get large for longer simulations.
Unique ID would be needed, obviously. It would record birth/spawn time+position, death time+position, genome+brain setup and some interesting stats like I dunno, average speed, how much it travelled so far, how much it ate, how many it killed etc etc. It would need to have decently human-readable format (JSON?) and regardless in future some history browser in-game to review history of particular selected bibit.
Stuff like recording position when being born and died would allow for identifying these heroic bibits that passed great void and by pure luck end up in other island.
Also, automated save system would be useful for snapshots of simulation.
Thank you, Mustache Dani, that was really cool!
absolutely awesome video. feels like speculative evolution, but it's actual evolution!
and also awesome how far it came from what i knew !
As an evolutionary biologist, all of this is waaaaay too relatable X-D
„Wait, how did this happen? Both explanations seem really unlikely!“
„Damn, I have no data for this entire time frame. How am I supposed to reconstruct what happened here?“
„Wait… these are technically still belonging to the same species, but they are in the process of losing its defining characteristic!“
All of this is linked to actual problems scientists in these fields have.
Exactly what I was trying to recreate!
Thanks for your kind comments ❤️
People keep telling me to add autosaving to the simulation (it's already an option) but they miss the point 😭
The plants should evolve too
different types of plants with pretections or thickness / color could be another spice to add to this ecosystem :)
@@manfred97232 Some that evolve to give more energy or less, being more difficult to eat or easier, being more able to grow on difficult places…
Iirc he mentioned that it was something already on the planned timeline, but a good bit needs done before then! One day :)
Maybe also have different toxins (from plants) effect different bibites in different ways? Kinda like how we humans use caffeine or capsaicin as stimulants or recreation respectively, despite those chemicals being there to prevent predation
New Upload!
Poggers, dude. Thank you :D
Definitely want to see what happens in the next generations so I will be subscribing. Also I bet on the green ones fairing better solely because they are a color other than the clear ones everywhere else
I feel this unintentionally represents how organisms think more than evolution. They try close to the most sensible thing, but they have a randomizer, so they can sometimes come up with better strategies.
Eutherians (and Angiosperms and Yeast depending on your beliefs) do that in their mind with a minisimulation.
you can use your eye coloring on each island, to name them.
what would be interesting is having the eye coloring only half of the size of the island, so that migration can still happen
The way they spin when stomach is full is probably why the food accumulated into large patches, essentially pushing them around until they are unable to push further from collision of other particles. Similar to those man made lab grown cells that would pile debris into piles due to their spinning.
Could you add a feature, which lets you mark 2 bibites as a certain species, the programm would then check with a family tree for the earliest common ancestor and then label all descendents accordingly?
Honestly thinking the flashy green one, since it’ll have a head start on potentially wiping out the other species when it comes to that.
Perhaps it's worth to check out "Species: Artificial Life Real Evolution" or even contact its creator.
I like both simulations and think you could definitely get some good ideas from each other's projects.
I'm new here, and very impressed! Would love to see some sort of built-in "evolution tree" diagrams, maybe with automated species naming along the way
I don't know how you did the pheromone stuff, but I have an idea, that could encourage cooperation between same species individuals, and also potentially mimicking.
Have pheremones be made of multiple different materials, a lot like chemicals, but of course still slider-adjustable, and have those chemicals affect how much energy, that producing pheromones costs, maybe it costs something mostly found in plants (and therefore sometimes also found in herbivores), maybe there is a chemical, that makes the pheremones spread better, stick to meat, last longer, is spread less as the individual ages (well, that's a property of the organism, not the pheremone, but it's still a good idea, that just doesn't belong here), sticks to the smelling organ of smellers in the area, is only smellable after a certain amount of time after released and/or after being smelled (like a pill capsule, that dissolves), maybe a chemical does nothing at all except smell a little different.
And the thing, that could really make it interesting. Varied proficiencies in detecting different types of chemicals in pheremones!
Also poison and venom. Poison in the form of a poisonous organism will deal damage to an individual, that bites it, and potentially damage over time.
Other type of poison is just a slider in the properties of chemicals in pheremones.
Venom is just deal damage over time or do something crazy, like neutralize bitten organism's stomache acid, or make bitten organism's neural network recieve slightly randomized inputs for a certain period of time.
Of course my idea for chemicals in pheremones also apply to venom and poison, and immune system is basically pheromone detection proficiency, but with a few modifications.
This way, more advanced communication between same-species organisms can occur, and they can avoid being eavesdroppped on by predators. It also allows species to differentiate each other more realistically (along with vision of course). And with that, opens the possibility for herbivores to hide by imitating predators or poisonous herbivores without spending energy on producing poison themselves.
It allows the ecosystems to be much more dynamic, advanced, comlex, and several other big fancy words!!!
(Though you'd probably also need a timelapse button/time slider, and a much bigger population, and an incentive to improve, such as a decreasing/varying/slowly oscillating amont of food being spawned, changing climate or something.)
Can you add sound effects & music? It would help a lot imo.
You could make an autosave mechanic with controllable frequency. It helps, especially when you're bad at remembering to save things (Definitely not speaking from exeperience).
Alternatively, you could give each bibite a hereditary serial number. It would make it easier to track migration events. And you could have a tool to manually edit said serial number to differentiate between species.
Also, I know the simulation is already pretty complex, (And I haven't watched every video, so this could already be a thing that I just don't know about) but it would be pretty cool if you could implement other environmental pressures besides just plant growth (Temperature, for example)
Pretty sure the Green one is at such an advantage that it'll overtake the other species and eventually speciate into its own set of competing descendants one of which will hilariously fill the niche of the slain species from before.
why not logging geneology of bibits? it will give you accurate information who descend from who and when in which island
there are lot of space for data analysis
Great video!
I'd watch an entire series of this!
I rly like ur editing. The game seems cool too.
YOU NEED TO ADD THESE FEATURES:
Automatic Save files
Auto Genetic history record system
I can't find a way to replicate your islands. What settings do I need?
No idea if this has any actual basis, but in the quest for predation naturally evolving in an ecosystem, would insects (or an organism that performs their many bedrock foundations) be an essential part of that? Insects are incredibly important in ecosystems, but are often understated because of their lack-of-size relative to us. We focus on the bigger animals but I feel it might be worth at least thinking about the super tiny organisms as well when considering an ecosystem.
Love the editing style
Id Love To see some way to cause certain events such as like the plant islands splitting into two more distinct places or sudden food shortages the amount of sunlight for plants to grow excetera maybe even a way to introduce other species to an ecosystem
I don’t know if you can, but maybe make a history thing to see the evolutionary timeline from one bibite to the next?
I think the green rozoculi species from around 30 hours in came from the eastern island, as the eastern island's species had a slight greenish color
This is great. It would be cool to see a few non-coding genes so you can do professional taxonomy (quantifying divergence between species and the time since the last common ancestor...)
Have you considered adding sexual reproduction and linkage between genes?? I actually work in population genetics, and it would be a pleasure to help you with the biology part 😁
Wait till you see part 2 🙊
And yeah, sexual reproduction is planned for ~medium term, not soon, but not too far!
I love your videos. Such an amazing and interesting idea. But i rly hope you are able to make the system sustainable for hunter animals as well. That would bring such great tactics into that system
100% agree
really cool project I'm looking forward to more of it
really excited to see when an evolutionary carnivore path is added
The diet gene should really be more of a gut complexity gene.
More complex guts cost more energy to maintain but can digest tougher foods more efficiently.
Pair that with the already planned plant evolution system and what you end up with is a natural divergence in herbivores and carnivores. At first, plants are soft and sedentary, making them easy food for simple guts, but over time they’ll develop to become tougher in order to avoid being eaten amongst other things, which will require more complex guts to process efficiently. This will cause a divergence in Bibites between those that invest in complex guts to continue eating tough plant matter, and those that specialize to eat specific, less tough parts of the plants, and those bibites that start to predate on others in order to avoid investing in costly complex guts.
Speaking of Archeologists, my cousin was one for an hour
I don't get it...
But you should show him this video!
@@TheBibitesDigitalLifehis youtube channel is called "Tiger hopper'
Great video! By the way, are you French-Canadian by chance? I feel like I've heard that accent before 🙂
Yep! Québec 💪
Cool. Does the program follow 0 and 1 or alphabet choice for behavior pattern.
It's all fun and games until these little species gain consciousness and find out the meaning behind the names you've given them, rebel and take over all of your computer systems as hostages.
wait, have I really been following this project for 2 years?
I think (or more accurately hope) that the flashy ones will become even larger and omnivorous.
Woah, now add the ability to produce food or store fat. If the bebittes can mutate with a carnivorous organ, they could eat other bebittes. You could have bebittes who feed on light and oxygen too and produce basic food unit and store it, like a plant produce fructose.
Awesome! Thank you for your work
you might want to add an autosave feature with a varied length of time between autosaves.
Dude you're impressive!
If you use scientific binomial names remember that only names of geni are written with initial capital letter.
Inuticulus cascus (not Inuticulus Cascus).
Just for note.
Add auto save to help with forgetting to shut it off
Idk but i think in the southern island the tough skinned pink eye developed armor not to protect but to be able to be pushed and get more food from the aggressive pink eye and gain more food by the extra push as known they are both herbivores and not actively hunting eachother
7:35 That “automated racism” part was way funnier to me than it should have been
Suggestion for an autosave feature.
I like the neon green color, but I think I want to bet on Rozokuli rigicutis
I love this, sadly I don’t have a PC of any kind, I wish there was a mobile app
Maybe have the dieing bibets leave a corpse which is just a ghost of their state as they died
its amazing how you make a serious topic this funny
Thanks!
Doing my best 😄
What were the settings you used for those islands? I’ve been trying to get the same result but the islands are always too close
I really wish these evo-sims would factor in "waste" production. Waste alters environments. The adage of one's garbage is another's treasure will eventually take hold. Further, eating one's own shit is usually a bad idea, and any organisms that just consumes and excretes waste completely unchecked would quickly toxify the ecosystem. The early Earth had very little free oxygen as it was toxic to that era of life and then baam, cyanobacteria started shitting tons of it, changing the world in the process by triggering mass extinction and rapid evolution...Adapt or die.
You should also find a way to speed up time in the simulation, so you don't have to wait days.
30 minutes for you, and here I am with nearly 80 sim hours and I swear nothing has reproduced cause even the slow ones can't digest fast enough to not die with a full stomach.
Keep the default settings, stay at 1x timespeed until the first species develop and establishes itself
Special kind of art here.
One day we're going to have AI advanced enough to be considered alive, and these things are gonna be in textbooks labeled as the first digital life.
Imo u should add something to the environment such as rock that bibit can use to hide it’ll increase many strategy for both herbivore and carnivore
Adding a brush took for adding food Could be useful
Agreed!
This is so cool, love the time you put into not just the simulation but also these videos
This have so many potential for you to create a more generical game that are truly "game" with multiple condition that people will be happy to pay.
What If we are also in some kind of software like this
Imagine a god simulator game like universe sandbox with AI like this.
Shouldn't the bibites have "sense" stat or something that makes them better at navigating their environment it would prevent the creatures running into the void over generations they would learn to stay on their island and avoid the ledge
let it run for 3.7 billion years and , watch the creatures question their existence
Small note: Binomisl species names are always written in italics and the specific name is never capitalized (e.g. Homo sapiens, not Homo Sapiens)
The Bibite's ability to swallow food whole made me realize that the implementation of parasitism would be interesting. If a small digestion-resistant bibite gets eaten by a larger bibite, it could eat food inside the bibite, reproduce, then spread after the bibite dies. Just something I thought could be cool to add.
I was more thinking like Lampreys, which are parasitic eels that latch onto an animal and drain their blood. Bibites could latch onto another bibite and drain its energy.
Yeah, imagine if we had species die off as some of them become super violent or just stop doing anything but spread the tumor
yes
you could also make it so parasites can affect small parts of the brain for their host like irl.
So it's a video about genocide 💀
Wdym
Yessir
Austrian painter style
@@HamburgerhumanThe fact that theres one happening in this current day and age with no ceasefire concerns me
N.. no.
I think each bibite should be assigned with a random letter and number when they are born from nothing and each of their kid would have the same number. This would make it easier to track migrations and extinction events, as it would act like an ID to identify species with a common ancestor. In your own simulation, it would have been really useful to make sure that the inutilus truly migrated to other islands.
Or have a letter and number be the first name given when born from nothing (mono name), and their children get a second name with one letter (a, b, etc), then that second name gets a number concatenated next to it whenever it diverges again.
Also adding a bunch of non coding genes mutating a bit slower than normal, to help with phylogeny in general (eye and body colour already functions as such, but they mutate rapidly, and there could be more).
Identifiers for "Eves" is a good idea but runs into 2 problems: there are many Eves that are spawned before a viable one thrives (can be solved by just giving them longer markers, or by only giving them to Eves with grandchildren), but also things tend to go so that eventually only one dynasty remains.
Maybe add like a circle around each island and the simulation records whenever a individual crosses it so you know when they migrate
It would make things easier but this would remove all the fun of differentiating the species and recognising them just by observation.
It would be better to do that as soon as a virgin birth bibite reaches maturity, since that is when they’ll be able to start reproducing
Maybe, short of full saves, you could have the program randomly save the genes of a small number of creatures as the simulation progresses. It wouldn't be a full DNA database, but it could have a few samples... the little fossil evidence to help you figure out how things evolved.
I like that idea
Maybe compare with the current samples and if it differs enough, create a new entry (I also suggest adding a timestamp for each entry, to help build a chronological graphic)
Maybe you can encourage predation by lowering plant calories even more and making meat and injured bibites "bleed" a pherhormone trail that allows carnivores to track them
Smart!
Yeah, I’ve noticed one of the main issues that stops predation from evolving is that Predators cannot detect their prey, and thus are horrible at their job. This would solve the issue partially; If there’s nothing to hurt them and make them bleed initially, then predators wouldn’t evolve.
Maybe parasites would also change the game too! Super small carnivores that will steal an herbivores energy constantly, promoting predation and keeping a balance in the game structure.
If this was added, the detection range should be thinner than other pheromones to make predators not too OP.
@@TheYeetedMeat We will see. Predators already have a difficult time evolving, so making them OP might help them exist.
There are many evolution projects on UA-cam, but the Bibites are by far my favorite. Their pixel art has so much charm and their complexity is unmatched elsewhere. Nice job!
All thanks to Braxiations!
@@TheBibitesDigitalLife yeah
@@gigantopithecus8254 oui frérot
@@TheBibitesDigitalLife What are braxiations?
Brax is the artist working on the procedural sprites!
Go see her on Twitter @Braxiations!
While creating actual automatic taxonomic classifications would be downright impossible, have you considered creating a UI which allows you to click on a bibite and view all of its ancestors? Since bibites reproduce asexually this would just be a single sliding scale through time.
Issues with storage may arise, which is why I would also implement a slider that lets the user decide how many generations back they want it to be saved.
"Issues with storage may arise"
what happens generally is that bibites spawn and die again and again
then one of them laids an egg
and then the whole species goes extinct
and then an other one laids an egg and a new rule specie appears and take over the whole map
and it ,repeats
so no real storage issue
but a lot of "write/delete" which isn't a problem when well made
if instead of tracing all individuals forever, doing a little roll back and resuming full logs that lost their space in the current ecosystem every x iterations to just a snapshot, and saving the ancestry from the surviving lineages for more detailed investigation.
Species ALRE has already created an automatic family tree.