I would love to be able to model an elaborate environment of multiple tens of thousands of creatures like this, that have to compete with each-other for resources, and see what comes out of it.
Is there any documentation about the building blocks of the creatures? I'd like to construct some by myself and let them evolve. The creature files only contain a list of integers without any comments, so I don't know what these numbers mean.
I have no doc for that, but at some time in the future I'll try to add GUI components to let users build or tweak their own creatures. The best I can probably do for now is to eliminate some parts of the file for you. Wherever you see sequences of integer, float, integer, float, integer, float.. and so on - those are all creature brains, not body parameters. The first two numbers in the file are for fitness measurements and also don't affect the body. If you PM me I could perhaps give more info.
My evolution is developing well. The goal switched from jumping to traveling (170th generation, best fitness around 39 or so).
You're right, unless having any idea how "muscles, nerves, generators etc." are coded there's close to no chance at all to construct a working creature. :(
Now the simulation is getting interesting - After several generations in uneven terrain the jumping creatures stert to develop very interesting behaviors. And the fitness is rising quite fast.
No. The depth of field here extends from the camera to infinity. Everything is sharp. The effect preventing distant objects from being clear is a fog effect only.
I see what you mean about the lines. I think that's just the way the OGRE graphics engine handles textures - variable quality with distance (either OGRE or my graphics card - I'm not knowledgeable enough to know which one is responsible for that)
Just FYI - this was easy to fix now that I know what's up. I set filtering to anisotropic and cranked the anisotropy level to max. It looks much better now :O
Me too. I have a feeling if I factored into the fitness function the amount of "energy" used by a creature, some of that wasteful jittering would be curbed.
how did you make this video?
GST95DSM 1 year ago
Their like turtles, look at the one at 0:06 get flipped over. It would be awesome to see some darwinbots type sim with this style =P
Houshalter 2 years ago
I don't think I'd ever heard of Darwinbots until now. I just googled it. Looks interesting!
Thanks :)
kjlg74 2 years ago
Never heard of darwinbots! =(
Its awesome ya, although extremely glitchy. Difference is theres no fitness function, just pure natural selection.
Houshalter 2 years ago
What kind of program do you use for this kind of stuff? And can you get it on mac?
TehThatGuy 2 years ago
this is amazing stuff!
I would love to be able to model an elaborate environment of multiple tens of thousands of creatures like this, that have to compete with each-other for resources, and see what comes out of it.
inthefade 3 years ago
I hear ya' :) Me too!
kjlg74 3 years ago
Is there any documentation about the building blocks of the creatures? I'd like to construct some by myself and let them evolve. The creature files only contain a list of integers without any comments, so I don't know what these numbers mean.
albedoshader 3 years ago
I have no doc for that, but at some time in the future I'll try to add GUI components to let users build or tweak their own creatures. The best I can probably do for now is to eliminate some parts of the file for you. Wherever you see sequences of integer, float, integer, float, integer, float.. and so on - those are all creature brains, not body parameters. The first two numbers in the file are for fitness measurements and also don't affect the body. If you PM me I could perhaps give more info.
kjlg74 3 years ago
I'd like to build a six/three-legged walker from scratch, for example.
I'll play around with the files and see what happens. ;) I'll send you an email, if I have more questions.
P.S.: 37th generation of experiment 2 at the moment, best fitness around 2.2
Your program is really fun to play with!
albedoshader 3 years ago
Thanks for contributing processing time, and for the compliment on the program! :)
If you're going to try messing with a creature file, here are two tips:
1) Keep the .creature file in your bin folder. That will eliminate folder-navigation time when you want to load and see changes.
2) Keep in mind that, for any given creature, a lot of the "DNA" in the .creature file is junk DNA - it will have no effect on the body at all.
Even with those tips, I expect the tinkering is going to be painful :P
kjlg74 3 years ago
My evolution is developing well. The goal switched from jumping to traveling (170th generation, best fitness around 39 or so).
You're right, unless having any idea how "muscles, nerves, generators etc." are coded there's close to no chance at all to construct a working creature. :(
albedoshader 3 years ago
Now the simulation is getting interesting - After several generations in uneven terrain the jumping creatures stert to develop very interesting behaviors. And the fitness is rising quite fast.
albedoshader 3 years ago
Great! I hope you'll send the critter over after the fitness more or less levels off. I'll record and post it :)
kjlg74 3 years ago
rendered with depht of field?
erzkonservativ 3 years ago
No. The depth of field here extends from the camera to infinity. Everything is sharp. The effect preventing distant objects from being clear is a fog effect only.
kjlg74 3 years ago
intressting
it look like that because its look that the lines will not be thiner in the far.
maybe it is an effect made by the video compression
the creature is very effective on ground. to be more effective for the mountan it have jump higher
erzkonservativ 3 years ago
I see what you mean about the lines. I think that's just the way the OGRE graphics engine handles textures - variable quality with distance (either OGRE or my graphics card - I'm not knowledgeable enough to know which one is responsible for that)
kjlg74 3 years ago
It's simply an effect of a very low level of anisotropic texture filtering.
albedoshader 3 years ago
Hey, thanks! Now I know which keywords to hunt for in the graphics library docs to improve this :)
kjlg74 3 years ago
Just FYI - this was easy to fix now that I know what's up. I set filtering to anisotropic and cranked the anisotropy level to max. It looks much better now :O
Thanks again!
kjlg74 3 years ago
You're welcome.
albedoshader 3 years ago
the vibrating movement really bothers me and it seams to be pretty common. I wonder if there is a way to prevent it?
TheReasonWhyGuy 3 years ago
Me too. I have a feeling if I factored into the fitness function the amount of "energy" used by a creature, some of that wasteful jittering would be curbed.
kjlg74 3 years ago
Good idea.
I posted another idea that might also work.
However the energy one makes far more sense.
Kudos and good luck.
Thanks again.
Matt
TheReasonWhyGuy 3 years ago