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README.txt
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EVOSIM - README
===============
Evosim - A three-dimensional, real time simulation of natural selection.
This is a proof of concept executed with the intention of realising how capable today's computing power is in simulating of 3D artificial genepools, which are likely to contain many rigidbodies.
The program is intended to be a 'toy'. It is not a scientific tool or a true reflection of evolution in the natural world.
Settings:
All settings are contained in a JSON file in "evosim_Data/settings.json".
All non-integer values must be written in the form "x.x", e.g. 3.0
There is no validation performed on these values.
Config:
population_logging - Whether you want the creature count over time to be logged to a data file
foodbit_logging - Whether you want the foodbit count over time to be logged to a data file
log_time - How often, in seconds, you want the data to be written to the data file
Camera:
sensitivity - Sensitivity of camera movement controls
invert - 1 = invert camera, 0 = don't invert camera
Environment:
tile_scale - Controls the size of the tiles on the plane the creatures live on; purely cosmetic
Ether:
total_energy - How much energy is put into the system
starting_number_foodbits - How many foodbits the simulation starts with
starting_creatures - How many creatures the simulation starts with
creature_spread - The size of the area that the initial creatures are spawned in
Foodbit:
init_energy - How many units of energy a foodbit starts with
destroy_at - How many units of energy at which a foodbit is destroyed
spore_time - How often, in seconds, is a new foodbit spawned (if enough energy)
spore_range - How far from the parent foodbit can a child spawn
wide_spread - The size of the area that the initial foodbits are spawned in
decay_amount - How many units of energy a foodbit decays by every
decay_time - How often, in seconds, does the foodbit decay
decay_rate - The probability of a foodbit decaying at decay_time
Creature:
MAX_ENERGY - The absolute maximum units of energy a creature can have
init_energy - The amount of units of energy given to the initial creatures
hunger_threshold - The energy level at which the creature becomes hungry and looks for food
line_of_sight - How far a creature can see
energy_to_offspring - The percentage of energy each creature gives to its offspring
metabolic_rate - The amount of energy subtracted from a creature every second just for existing
mate_range - The range at which one creature can mate with another
eat_range - The range at which a creature can eat a foodbit
eye_refresh_rate - How often, in seconds, a creature looks around and updates what they can see
age_sexual_maturity - The age of a creature, in seconds, at which they can mate with another creature
branch_limit - How many limbs can a creature have branching from its main body part
recurrence_limit - How many limb segments each branch can have
root:
max_root_scale {x,y,z} - The maximum size of the root body part when the initial creatures are generated
min_root_scale {x,y,z} - The minimum size of the root body part when the initial creatures are generated
limb:
max_limb_scale {x,y,z} - The maximum size of a limb segment when the initial creatures are generated
min_limb_scale {x,y,z} - The minimum size of a limb segment when the initial creatures are generated
Genitalia:
"line_length" - The length of the line when no mate is in line of sight
Genetics:
crossover_rate - The probability of each gene being crossed over with a gene of a partner
mutation_rate - The probability of each gene being mutated
mutation_factor - By how much is a gene mutated
============================================================================================================================
Evosim by Craig Lomax is licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International
License (http://creativecommons.org/licenses/by-nc-sa/4.0/).