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Evolve

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Disclaimer: This is targeted documentation created by AI.

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A real-time simulation where autonomous digital organisms explore, adapt, interact, and survive inside a dynamic world. Colonists behave according to simple rules that combine into complex, emergent behavior. The world is fully simulated: physics, AI, perception, spacing, searching, and rendering all work together to create a living system.


Features

Autonomous Colonists

  • Each colonist runs a modular state machine (states)

  • Additional behavior modifiers (effects) layer on top

  • Colonists perceive nearby objects, choose targets, and act

  • Movement includes seeking, wandering, ant-style exploration, and spiral searching

  • Collision spacing prevents overlap and maintains natural formations

Dynamic World Simulation

  • Deterministic world coordinates

  • Zoom-compliant rendering

  • Pixel-perfect snapping

  • Collision resolution between all objects

  • Adjustable spacing rules based on team, object type, and threat level

Object Ecosystem

  • Food, corpses, hazards, tools, and environmental props

  • Each object defines type, radius, spacingFactor, and interaction rules

  • Dead objects require almost no spacing

  • Dangerous objects require large spacing

  • Everything participates in the unified collision system

Team-Based Behavior

  • Colonists maintain normal spacing within their own team

  • Larger spacing between different teams

  • Team membership influences targeting and avoidance

Context Menu System

  • Right-click menus for colonists

  • Nested submenu for effects

  • Dynamically generated from colonist.states and colonist.effects

  • Clean, reusable DOM-based menu builder

Debugging Tools

  • Auto-sizing table builder for inspecting colonists and objects

  • Consistent alignment and emoji-safe column widths

  • Real-time world inspection


Core Concepts

Colonists

Autonomous agents with:

  • Position, velocity, radius, mass

  • Team membership

  • State machine (states)

  • Behavior modifiers (effects)

  • Perception and proximity scoring

  • Collision spacing rules

  • Search behaviors

Game Objects

Everything else in the world:

  • Food

  • Dead bodies

  • Dangerous objects

  • Neutral props

  • Tools and resources

Each object defines:

  • type

  • radius

  • spacingFactor (optional override)

  • interaction rules

Spacing System

A unified solver determines how far apart objects should be:

  • sameTeam spacing

  • differentTeam spacing

  • objectDead spacing

  • objectFood spacing

  • objectDanger spacing

  • per-object overrides

Search Behaviors

  • Directed seeking

  • Ant-style wandering (biased random walk)

  • Expanding spiral search

  • Proximity-based selection using Euclidean distance

  • Future-proof scoring system for adding threat, reward, or urgency


Controls

  • Left-click: select colonist

  • Right-click: open context menu

  • Mouse wheel: zoom

  • Drag: pan camera


Extending Evolve

You can add:

  • New states

  • New effects

  • New object types

  • New search behaviors

  • New collision rules

  • New UI panels

  • New rendering layers

  • New world rules

Everything is modular and designed for incremental evolution.

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Evol[VE] RTS with Microbes

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