Instead of deleting the whole wall you might want to put little holes in so that the small movers can pass through but the big ones can't. That might become interesting in terms of that some organism can move between ecosystems an others can't.
My favorite wall configuration now is a simple "maze" that is basically a compressed and zig-zagged loop made with strait walls. You get enough isolation to get greater diversity while still allowing the living parts to replenish the parts that destroy themselves (most of the time) without editing. I have also tried filling half the screen with individual wall bits forming a matrix... like the sand grains myofauna live in.
A bit late to the party, but I liked the idea of the walls - but with a twist: I generated random walls, then tore holes (or tore out entire walls) so that all the regions connect. This results in a geography of semi-isolated biomes. Creatures can migrate across the entire space, but will tend to evolve in mostly-separated enclaves.
Fascinating simulation (one of my fav types of programs). I wonder if there were some way to make the four 'environments' different in some ways? Then see what happens if the four regions aren't COMPLETELY cut off from one and other but very restricted communication. So many ideas I want to try... Going to see if I can find the code for this and have some fun!!!
I think that being able to have longer-sight eyes and being able to throw blocks in a certain direction (either as a distraction or for attacking) would be useful, especially if that throwing was able to skip a few blocks of the impenetrable barrier, allowing us to make areas which threw food from inside a wall to outside it. Or, alternatively, a block onto which creatures can walk, but inside which food is produced faster, another one where mutations are produced faster, another one where creatures are hungrier,, another one for more damage, another one for more defense, and versions where it's the opposite.
Yeah, imagine a 2 pixel wide winding path so that some are incentivized to remain small to navigate it, while others simply remain in the larger areas.
@@MetroAndroid Exactly the idea I was thinking. By having a wide range of 'environments' selection pressures in different areas could/should cause some diversity. Maybe even just having a tight 'choke point' between areas that limits interaction (not just a solid wall) could be interesting to experiment with.
In reality this does not apply. Here you can just drop random food or make creatures to produce it out of thin air. But in reality, plants are taking nutrients from soil and air and with use of water and sun they produce all essential materials and food.
Removing the barriers is kind of what happens in the modern world with tourism and transport. All the species had divergent evolutions on different continents and are now brought back together again. I think somebody called it the pangaea effect. There are e.g. fungi from Europe killing frogs in South America and a gigantic genetically identical ant colony from Argentina conquering all of the northern coast of the Mediterranean Sea.
Love it! I was thinking that maybe having extra cells could make them need more food. In this way, having eyes wouldn’t be that OP. Also, if moving would need more food, it would approximate real life even more. Plus, maybe we can use that feature to evolve herbivores by adding a cell that can make them stop moving on demand.
using the editor tools I was able to make the perfect predatory creature in the simulation and cause the population and genetic diversity to plummit this is a cool simulation
When I did this I was getting in one corner producers who did play a role of producer, and didn't move But they were a result of a mutation, so they had killer cells and eyes they weren't using, like the eyes were these weird pointless vestigial organ They died out very quick acutally because where they developed was filled with these really efficient hunters who could also make their own food. Really they were an amazing organism, and when I brought down the walls they hunted everything else to extinction until it was only variations of themselves
@@piover2 that’s interesting Because sometimes the ones who are just scavengers looking for food will avoid things with eyes, so an immobile things that doesn’t use the eye as an eye, uses the eye defensively Like bugs with eye patterns on them
Does the number of cells affect the food consumption per organism? And if so, do certain cells need more food than others? Are you planning to add different enviroments to which the organisms need to adapt?
In order to reproduce, an organism must consume as much food as it has cells in its body. The larger the organism, the more food it must consume to reproduce. An organism with 10 cells must consume 10 cells of food to reproduce.
try out to make walls and leave a gap in each wall plugged with food the eventual breakthrough and block it again you will get osculation in the population growth
Some especially interesting things start happening when you turn off rotation. It makes stuff adapt more efficiently. Fx, I observed a species, that evolved just one murdery stick out bit, and armor on the opposite side. that way, it could kill stuff, but be unable to kill others of the same species. There wer other minor, but facinating details about it. It coexisted with a manually engeneered simple plant initially consisting of 1 mouth and 8 producers around the mouth, but is started developing murder bits or thorns, not in a way, that allowed it to get more food, but simply the keep away the predators! They coexisted for a long time. I tried to make a being superior to the predator mentioned before, but instead of eradicating the naturally occuring one, my new predators just ended up moving to another region of the at that point dense forest of thorn-covered bushes.
I have been trying to find evolution games which is difficult since I play on Chromebook so I have to use the app store and you're game is what I have been looking for and I only just started playing it
8:10 the most powerful cell in top leftcorner at the bottom of it closer to the center of the screen, there is a static cell that has three killers on it and it continues to kill until it dies of age
Maybe try making better rotation? So, you'd have rotation states, where it would of course be snapped onto the grid with certain cells prioritized so that they don't get lost during any of the rotation phases.
This could lead to interesting results, it could be that certain movers could rotate 45 degrees to turn off movement, as the plant cells would be prioritized over the movement cells causing the movement cells to disappear.
By the way, the reason some would disappear is because the amount of non rotated squares snapped to a grid that can fit in the shape of a diagonal line is less than a horizontal one, meaning you would lose 100-sqrt(5000)% of the cells on the creature, if certain cells evolved to be prioritized this could lead to interesting behavior, ensuring that the percentage of lost cells weren't important ones.
In my current world, the largest creature ever was 19 cells. I wasn't there for it, and it happened to long ago for any of the charts to show anything, but it happened.
In the beginning was the Word, and the Word was with God, and the Word was God. 2He was with God in the beginning. 3Through him all things were made; without him nothing was made that has been made. (John 1:1-3)
Instead of deleting the whole wall you might want to put little holes in so that the small movers can pass through but the big ones can't. That might become interesting in terms of that some organism can move between ecosystems an others can't.
Nice!
Edit: WHY DID I PUT AN EMOJI
My favorite wall configuration now is a simple "maze" that is basically a compressed and zig-zagged loop made with strait walls. You get enough isolation to get greater diversity while still allowing the living parts to replenish the parts that destroy themselves (most of the time) without editing.
I have also tried filling half the screen with individual wall bits forming a matrix... like the sand grains myofauna live in.
A bit late to the party, but I liked the idea of the walls - but with a twist: I generated random walls, then tore holes (or tore out entire walls) so that all the regions connect. This results in a geography of semi-isolated biomes. Creatures can migrate across the entire space, but will tend to evolve in mostly-separated enclaves.
Also a library of creatures would be nice, could you implement something like that?
Fascinating simulation (one of my fav types of programs). I wonder if there were some way to make the four 'environments' different in some ways? Then see what happens if the four regions aren't COMPLETELY cut off from one and other but very restricted communication. So many ideas I want to try... Going to see if I can find the code for this and have some fun!!!
Check the description of his new video :)
Yes he made it open source
I think that being able to have longer-sight eyes and being able to throw blocks in a certain direction (either as a distraction or for attacking) would be useful, especially if that throwing was able to skip a few blocks of the impenetrable barrier, allowing us to make areas which threw food from inside a wall to outside it. Or, alternatively, a block onto which creatures can walk, but inside which food is produced faster, another one where mutations are produced faster, another one where creatures are hungrier,, another one for more damage, another one for more defense, and versions where it's the opposite.
Yeah, imagine a 2 pixel wide winding path so that some are incentivized to remain small to navigate it, while others simply remain in the larger areas.
@@MetroAndroid Exactly the idea I was thinking. By having a wide range of 'environments' selection pressures in different areas could/should cause some diversity. Maybe even just having a tight 'choke point' between areas that limits interaction (not just a solid wall) could be interesting to experiment with.
1:47
Here we can see that there's 1:4 chance of still having Plants. Wow.
that place had more plants in the first place lol
In reality this does not apply. Here you can just drop random food or make creatures to produce it out of thin air. But in reality, plants are taking nutrients from soil and air and with use of water and sun they produce all essential materials and food.
@@ladislavmajersky9200 all of those materials can be gathered by a moving organism.
Removing the barriers is kind of what happens in the modern world with tourism and transport. All the species had divergent evolutions on different continents and are now brought back together again. I think somebody called it the pangaea effect. There are e.g. fungi from Europe killing frogs in South America and a gigantic genetically identical ant colony from Argentina conquering all of the northern coast of the Mediterranean Sea.
Love it! I was thinking that maybe having extra cells could make them need more food. In this way, having eyes wouldn’t be that OP. Also, if moving would need more food, it would approximate real life even more. Plus, maybe we can use that feature to evolve herbivores by adding a cell that can make them stop moving on demand.
They don't need food to live, just need it to reproduce
This video was very good and informative. Thank you, Emergent Garden, very cool.
using the editor tools I was able to make the perfect predatory creature in the simulation and cause the population and genetic diversity to plummit
this is a cool simulation
When I did this I was getting in one corner producers who did play a role of producer, and didn't move
But they were a result of a mutation, so they had killer cells and eyes they weren't using, like the eyes were these weird pointless vestigial organ
They died out very quick acutally because where they developed was filled with these really efficient hunters who could also make their own food. Really they were an amazing organism, and when I brought down the walls they hunted everything else to extinction until it was only variations of themselves
Sometimes the "useless eye" mutation seems to be a way of tricking the moving eyed predators into staying away
@@piover2 that’s interesting
Because sometimes the ones who are just scavengers looking for food will avoid things with eyes, so an immobile things that doesn’t use the eye as an eye, uses the eye defensively
Like bugs with eye patterns on them
Damn you are very underated i gotta show people this
Does the number of cells affect the food consumption per organism? And if so, do certain cells need more food than others?
Are you planning to add different enviroments to which the organisms need to adapt?
In order to reproduce, an organism must consume as much food as it has cells in its body. The larger the organism, the more food it must consume to reproduce. An organism with 10 cells must consume 10 cells of food to reproduce.
im surprised no one is watching this video like bro. 100 views?!?! this is a simulation how does this dont have views
What’s with the muted commentary section? What In this context could warrant sensor ship??
try out to make walls and leave a gap in each wall plugged with food the eventual breakthrough and block it again you will get osculation in the population growth
Some especially interesting things start happening when you turn off rotation. It makes stuff adapt more efficiently. Fx, I observed a species, that evolved just one murdery stick out bit, and armor on the opposite side. that way, it could kill stuff, but be unable to kill others of the same species. There wer other minor, but facinating details about it. It coexisted with a manually engeneered simple plant initially consisting of 1 mouth and 8 producers around the mouth, but is started developing murder bits or thorns, not in a way, that allowed it to get more food, but simply the keep away the predators! They coexisted for a long time. I tried to make a being superior to the predator mentioned before, but instead of eradicating the naturally occuring one, my new predators just ended up moving to another region of the at that point dense forest of thorn-covered bushes.
I have been trying to find evolution games which is difficult since I play on Chromebook so I have to use the app store
and you're game is what I have been looking for and I only just started playing it
It would be fun if real zoos did this, that is occasionally opened random wall segments to see how the animals react..
Bruh
8:10 the most powerful cell in top leftcorner at the bottom of it closer to the center of the screen, there is a static cell that has three killers on it and it continues to kill until it dies of age
But it eats very slow
also what does ur profile picture refenrences too?
Maybe try making better rotation? So, you'd have rotation states, where it would of course be snapped onto the grid with certain cells prioritized so that they don't get lost during any of the rotation phases.
This could lead to interesting results, it could be that certain movers could rotate 45 degrees to turn off movement, as the plant cells would be prioritized over the movement cells causing the movement cells to disappear.
By the way, the reason some would disappear is because the amount of non rotated squares snapped to a grid that can fit in the shape of a diagonal line is less than a horizontal one, meaning you would lose 100-sqrt(5000)% of the cells on the creature, if certain cells evolved to be prioritized this could lead to interesting behavior, ensuring that the percentage of lost cells weren't important ones.
nice to see a new video from you
In my current world, the largest creature ever was 19 cells. I wasn't there for it, and it happened to long ago for any of the charts to show anything, but it happened.
Fun way to demonstrate speciation
can it run multithreaded?
Emergent Garden, how large can you get the life to be (in pixel size) the most ive gotten is 13
What's the background music you used?
*_"...and eat the producers.."_*
I like the sound of that.
i think it would be worth exploring the hexagonal grid
it can be achieved similarly with neighboring cells as so:
⬛⬛___
⬛___⬛
___⬛⬛
What is the purpose/practical use of this simulation? (besides practicing in the programming language).
fun
the song at 3:50 sounds like it was inspired by the wilderness music from little big planet.
My favorite cell is the omnivore asteroid. Cuz I love it
How does one access the simulation?
I'm going to tell my kids this was the super bowl
This shit is fantastic dude.
What song is that?
what did you use to write this?
4:35 top right is bugs and bats that became fruit bats
He's a bit smaller version of a previous creature
He's pretty bulky with 4 eyes on his shields and his shields feed him with shields itself with mouths
I did the simulation and the small movers won because stationary organisms blocked all the space for the big movers to reproduce lol
how can creatures evolve to not have mouths
Evolution is random, random small mutations, one of those mutations caused the creature to not have a mouth, that creature won't stay tho.
a uniform world creates uniform species
How do you get this game
Hello again
This looks like the Political Compass
We dont have challenges in 2024 anymore
a small predator only needs to kill one large one to be able to multiply a bunch so even if a bunch die in combat its fine
Gematria444:360=1.23*Monad
He's a omnivore
In the beginning was the Word, and the Word was with God, and the Word was God. 2He was with God in the beginning. 3Through him all things were made; without him nothing was made that has been made. (John 1:1-3)
Is this relevant in the case of a simulator of how genetic mutations work?