Automation

Automation preset

Progress

Not started
Experiment: --
Seed: --
Time: --
Population: --
Step time: --
Steps per frame: --

Downloads

Results (.json)
Census (.jsonl)
Mosaic (.zip)
Screenshots (.zip)
Analysis (.json)

Help

Segment Types

Photosynth (green) Generates food from light; efficiency scales with length and is reduced by aggression heat.
Locomotor (blue) Pulses periodically to propel the entity; costs food but rewards movement through nutrient-rich areas.
Neural (yellow) Senses targets (or nutrient gradients in forage mode) and coordinates all ready locomotor pulses; at rest it aims thrust toward the neural heading, and while moving it blends heading correction with momentum-preserving thrust.
Attack (red) Deals damage on collision; steals food from targets. Also provides 60% damage reduction when hit.
Armor (gray) Provides 90% damage reduction when struck; adds HP and food buffer capacity. Higher metabolic cost.

Quick Start

1. Spawn life Use the green 1, 20, and 50 buttons to spawn new entities, then watch them survive and evolve. Use the Clear Entities button to start over with a clean slate.
2. Inspect entities Click on any entity to view stats, genome, and relatives.
3. Adjust speed Speed things up by clicking Enable turbo, or control speed manually with the Sim steps per frame and Sim step time dropdowns.
4. Sliders & presets Open the Sliders & presets panel to try one of the settings presets or tune the simulation parameters yourself. Reset to defaults using the buttons.
5. Overlays Use Show nutrient overlay to show or hide the nutrient field.

Controls

Click & drag to navigate the world.
Scroll wheel or pinch to zoom in/out.
Click an entity to select it.

Panels & Tools

Status & settings Monitor population/performance, control sim speed, spawn entities, and toggle rendering options.
Sliders & presets panel Tune the simulation parameters and apply presets.
Automation Panel Run preset experiment programs and export census data, screenshots and analysis.

Core Mechanics

HP Health is reduced by attacks and starvation; entities die at 0.
Food Energy buffer consumed by metabolism and locomotion, replenished by photosynthesis, movement, and attack steals.
Repro Surplus food fills the reproductive buffer; full buffer spawns mutated offspring.
World Wrap The world wraps at edges; entities leaving one side reappear on the opposite side.
Starvation & Healing Food below 25% causes HP loss; above 75% gradually heals HP.
Aggression Heat Attacking builds heat that reduces photosynthesis efficiency; decays over time.

Health Bar Legend

HP
Food
Repro

Entity Inspection

Selected Entity Pane Shows current HP/Food/Repro, aggression heat, photosynthesis efficiency, age, and generation.
Income Breakdown Food Income splits contribution from photosynthesis, locomotion, and attack.
Relatives Click a relative thumbnail to jump focus through the lineage tree.

Environment & Nutrients

Nutrient Field Affects photosynthesis efficiency and provides food bonus for locomotion through nutrient-rich areas.
Nutrient Consumption Photosynthesis and locomotion deplete local nutrients; nutrients regenerate over time.
Nutrient Overlays Choose uniform, center-focused, edge-focused, or ring-shaped nutrient distributions.

Genome Format

Example [sym:3,phase:seq]25.0 0.0 Pho -1 800;18.0 45.0 Loc 0 600 1~[sym:2,mode:mirror]20.0 0.0 Att -1 500;12.0 -30.0 Arm 0 1000
Group Header [ ]
sym Number of limbs (1-6, total across all groups)
mode radial (evenly spaced) or mirror (left/right)
angles Custom limb angles, e.g. angles:0|90|180
phase Locomotor timing: sync (simultaneous), seq (sequential), rand (random)
spread Phase variation for seq/rand (0.00-1.00)
Segments (space-separated, ; between segments)
length Segment length (5-50)
angle Angle from parent segment
type Pho, Loc, Att, Arm, Neu
parent -1 = root segment, 0+ = child of segment N
pulse Pulse interval in ms (120-5000)
dir Loc/Neu only: +1 or -1 thrust polarity along the segment axis
behavior Neu only (optional): approach, flee, or forage (default: approach)
Multiple Groups
Separate groups with ~ (max 2 segment groups)
Each group has its own header and segments
Total limbs across groups cannot exceed 6

Sliders & presets

Choose a settings preset:

Slider Panel

Status

Population 0
Generation 0
Median age 0
Spawn queue 0
Sim time elapsed 0:00
Calculation time per frame 0.00 ms
Sim steps per frame 1.0x
Nutrient overlay
Overlay shape
Toggle segment types
Add entities

Settings