Unlikely - Evolved Virtual Creature

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Uploaded by on Jan 19, 2010

This creature was evolved in 3DVCE and submitted by Rob Cattral.
3DVCE web page: http://www.stellarlchemy.com/lee/virtual_creatures.html

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Uploader Comments (kjlg74)

  • IT'S A POKEMON!

  • @lesliefrancs LOL

  • I think I figured out why walking behavior is very rare in the evolution simulator. Walking by definition requires constant contact with the ground. This constant contact means there is a constant source of friction. Because the creatures are evolving to get as fast as possible, this friction is highly disadvantageous. Less contact with the ground means less friction. Jumping is the most efficient means of reducing friction and maximizing distance.

    So how was that?

  • Seems reasonable

  • On a side-note, is there a way to upload creatures that we evolved onto your site, because my screen capture program causes the program to lag horribly.

  • It slows considerably when I record video of creatures as well (I used the built-in recording function to ensure proper speed, etc, but it's slow nonetheless).

    There's no way to upload creatures to the site, but I welcome people to send me by email any interesting ones they produce. I'll put them in my queue for eventual video recording and posting. Just send .creature file and .evolution file (the latter is needed so that I'll have the right settings for loading the creature).

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All Comments (16)

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  • RETARDOMON I SEND YOU!!!

  • It actually looks rather like a skateboarder jumping...

  • @zelos88 I evolved a breakdancing one... it was badass. But then it crashed and the file corrupted somehow.

  • Some other factors may be at work too:

    walking usually requires synchronization of different motions, while jumping can be accomplished with simple flicking, or by synchronized, yet similar motions (as in the spring creatures). This isn't to say that some of these virtual creatures don't have complex motions, but creatures that walk with flicking motions can just evolve to jump as the flicks improve.

    Another thing is that energy expenditure is a non-issue, so why not launch through the air?

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