some of my bibites evolved to "herd" with individual prey, chasing it to eat its meat once it dies. I kind of think that the herding node is too advanced and powerful (it seems to completely overpower things like "pellet concentration angle"), it could have an internal neural network which can also evolve and change, or a better option would be to make it an input node like pellet concentration angle which would simply cause the bibite to accelerate towards its herd (but only when moving slower) if connected to the accelerate node, or turn towards its herd, if connected to the rotate node, this option could also come with making all input/output nodes also being able to be modifier nodes, allowing for strands like ""pellet concentration angle"-"herding"-"rotate"" which would cause the bibite to turn towards pellets by a value altered by how close/far said pellet is from the herd
Here's my idea to make bibites able to be just a bit better: memory, for example, if they see a pellet somewhere but pass by it (and no longer see it). They could, with this adaptation, remember where it is anyway, acting as though they can see it even if it's out of view. A memorized thing would no longer need to be sensed to trigger something like "pellet concentration angle". This would all work through a "commit to memory" node, which would save the bibites location, direction, and everything it senses to a single memory slot, a "bite" if you will, but it would not need any extra nodes to call this info, instead, it would be called by the normal sensing nodes if nothing else is found. there would be a "memory" stat, which by default would be 0, and would control the number of "bites" a bibite can remember, and once a bibite fills its memory older memories are deleted. There could also be a node that would update/replace a memory slot, and another that would delete a memory slot. This memory system would save many splendid bibites from a lonely fate in the void.
I have a glitch with the latest windows version where no matter how much energy my bibites are getting they have a minimum energy loss. If they end up deep in the negative of energy consumption they still lose energy faster, but there seems to be a point (around 0.1 e/s) where it just doesnt lose less or gain any and all my bibites just die
Watched the video on Predation and issues, and i think i have a partial solution. TLDR the attack method and lack of camo is a major flaw.
copy/paste on a comment of Camouflage:
Types of Camouflage could be useful.
1) Low/No movement high reaction. This would get you predators more akin to spiders, encouraging high speed but low movement (moving mostly when desperate, or when there's food within striking range) would encourage said type of predators. If they evolved to say have an appendage that could do a strike at a distance quickly and reel in the prey would help. Predators that could last a VERY long time holding in place would be potentially useful, especially if they learned to sit near a deposit of food source to lure in prey, or carry a food source and drop it near them.
2) Being less noticeable when moving less. It would be a camo level multiplied against distance (so further away unnoticed, closer more likely to be noticed unless a higher camo level). If there's a low level of how much movement you could do before it affects your camo you might get predators that move very slowly while seeking prey, like Preying Mantises.
3) Pretending to be a plant/food source. This type of camo would increase in the presence of other food sources, blending in and goes back to #1.
4) Pretending to be another species. There's spiders that pretend to be ants, and flies that have coloration to look like bees and wasps. So basically to get misidentified, which would be more noticeable the closer it got, when it started attacking, or if the prey adopted better eyesight to try and cancel said effects out.
Then there's poison (or in this case, paralysis and lower resistances to damage, and a little damage over time) that could be created. Poison would likely be expensive to use, but could be reclaimed like a secondary food source 1:1 for what wasn't used. Also poisonous that if they are eaten they damage those that tried to eat them. (which could be half movement, Damage over time, or slower digestion/energy recovery for a duration). Though if that's the case having a new gene when they could regurgitate recently swallowed food they could learn there are some things they don't want to eat and try to prevent said damage.
Which then gets into setting traps which have a varying level of camo and stickiness and strength. Or putting food into the trap so when eaten they get stickied. That would be interesting to see.
I guess thinking about it, it's the mix of the attack method currently is too limited and they are too easily to be seen, so there isn't enough diversity in predators making overspecialization to avoid 1 predator type the issue and not having to spread out as much for multiple types of predators.
Also appendages (from #1) could be used to gather plant food sources too. So it might be useful even for herbivores, but the cost rate wouldn't make sense unless food was very scarce and other herbivores were nearby thus to snatch food away from others.
Edit: Watched more recently on added digestion and how it will affect the bibits. Looks good but most of the above i think still stands.
Maybe have a way to make it so bibites can spawn outside a plant spawning node too, Im trying to make an area that is like an eden, while there are carnivorous bibites outside it
I watched the devlog of 100 hours of simulation. WHERE ARE THE OPTIONS?? Like bad-cell destroyer(Select what to keep and close relatives to it in specified radius).
The game is great, but it is hard to navigate, If there were to be an option to use the arrow keys, or wasd to move the viewpoint, that would greatly improve the experience. There's also a chance that I'm just missing something, so if someone knows how to do so, please let me know.
alright, i figured out that it was right click drag to move, but that is a little unintuitive and hard to use on a mousepad. Potentially there could be an option to change keybinds?
im installing it with wine too, but i'm getting this error: 0168:err:d3d:wined3d_debug_callback 0000000046F0FEB0: "GL_INVALID_OPERATION in glDrawElements(vertex buffers are mapped)". were you able to successfully install it? and if so how did you install it
Same here, but I fixed it by right-clicking the application -> Show Package Contents -> Contents -> MacOS and then running the executable file directly
This has been an ongoing issue for months at the very least. I’m trying to get Proton to run it somehow but the binary appears to simply refuse to launch when I try it - but someone on Reddit had better luck than me.
I started a simulation and i let it run for 2 hours, then i pressed the save icon in the bottom left corner, i saved the file in a folder of my computer but i can't find how to load it back
There are a lot of people who want to have options to do things like: add / remove plants or the option to control bibites but quite against the idea. I believe you need to see how the beautiful world of bibites develops on its own and without the player help, because it is not "true natural selection" and will not lead to smarter and better bibites and more interesting simulations.
I think that what is beautiful about this simulation is that it works on its own. Its not a game about creating ALife creatures, its about seeing a life (or ALife to be more specific) growing, evolving and getting more and more complex. And I think that saving that from the player choice will be the best.
Oh, bye the way rendering a natural selection its really is (at lest compere to other amazing thinks that the developer made in this amazing project) @MIvluu if you don't believe me you can see his videos about it I'm highly recommend https://www.youtube.com/c/TheBibitesDigitalLife
Beauty is in the eye of the beholder. The availability of the suggested tools would increase the enjoyment of those who suggest them, but players would not be deprived of the choice to observe natural selection if they so wished. The inclusion of the tools would only be a benefit of extra freedom.
I have already watched the videos, for such are what drew me to this project.
The issue on Mac is due to the fact that I can't afford the price of purchasing the official Apple Developper Account, so it won't recognize the program as trustworthy. As a result, the program fails when it tries to access the files it needs on the disk.
You have to manually give permissions to the program. I remember people that figured out how to do it, but I can't remember since I don't have a mac and have never done it myself.
I have memorized that step in downloading software. I've done that. The problem is that the loading bar inside the application gets stuck at 50%. Everyone is having this issue its not just mac (Atleast thats what I've seen from reading the most recent comments) also, I like your new pfp. :)
Sadly seams freeze on Ubuntu 20 while loading, only shows a blue screen, outputs nothing to the console, and outputs nothing to the log other than what I always see in unity games. The splash screen however does show, hope this gets fixed and looking forward to you're next video.
Having the same issue here on Manjaro Linux. This issue existed in version 0.3.0 as well, but it showed a grey screen instead. Someone suggested that the issue was an improperly positioned camera in Unity, but I’m not entirely sure. The developer said he was going to take a look at it back then though. So hopefully this will be fixed soon.
Dynamic parts (muscles, joints) such as appendages for diverse locomotion (undulation, jellyfish locomotion) and interaction with the environment (bringing food to the mouth, moving the mouth, attacking)
Segmentation for the above and for reproduction by splitting or budding
Fluid dynamics for plankton and 1
The ability to spit stomach acid for attacks and external digestion
A mechanic in which touching eggs become one with each gene randomly selected from the old eggs for sexual reproduction
Injury for consumption of bibites without killing and thus parasitism
Not sure how #1 would be implemented - everything needs a gene attached to it and anything controllable needs output neurons, so if Bibites could gain and lose these dynamic parts there would need to be something in place to handle Bibites having different amounts of output neurons.
#13 could be implemented by splitting the map into quadrants - Northeast, Northwest, Southeast, and Southwest. Then, depending on what quadrant a Bibite is in and what border is being crossed, the Bibite could basically be teleported. Going off the east edge would put you on the west edge, and vice versa. Going off the north edge will put you back on the north edge but in the other direction, and same for the south edge.
I don’t quite understand what you mean with #5 - is this, like, egg merging?
Version 0.4.0 Mac Universal.zip doesn't work. it just loads to 50% and then stops. I left the program running for ~2 hours and when I got back, still on 50%.
8 hours into the simulation the whole population had a simple yet bloody effective behavior: the more energy they have the more they turn essentially making spirals and when they have no energy left they move in straight lines.
I'm not sure why it's so beneficial but I've got some theories:
- The bibites were very aggressive and had a strength of 10 (twice as much as the starting value) so most of the time if they stayed close they would kill their offspring, With this behavior, once they give birth they tend to go away
-They had become very herbivorous and because of the patch-like distribution of plants if they found some food then there's probably some nearby. keep in mind this allowed them to exceed 400 bibites, resulting in a massive drop in plants which regulated the population, also turning ONLY depended on energy and nothing else.
← Return to project
Comments
Log in with itch.io to leave a comment.
wont load :( stuck on 50% permanently
Had this happen. Moved it to another folder location and it worked. Seems like it was a permissions error
i'll try it out! :D thanks for the reply
I tried to download it, sadly my Mac says it can't search for malware and the software needs to be updated to do that.
some of my bibites evolved to "herd" with individual prey, chasing it to eat its meat once it dies. I kind of think that the herding node is too advanced and powerful (it seems to completely overpower things like "pellet concentration angle"), it could have an internal neural network which can also evolve and change, or a better option would be to make it an input node like pellet concentration angle which would simply cause the bibite to accelerate towards its herd (but only when moving slower) if connected to the accelerate node, or turn towards its herd, if connected to the rotate node, this option could also come with making all input/output nodes also being able to be modifier nodes, allowing for strands like ""pellet concentration angle"-"herding"-"rotate"" which would cause the bibite to turn towards pellets by a value altered by how close/far said pellet is from the herd
Here's my idea to make bibites able to be just a bit better: memory, for example, if they see a pellet somewhere but pass by it (and no longer see it). They could, with this adaptation, remember where it is anyway, acting as though they can see it even if it's out of view. A memorized thing would no longer need to be sensed to trigger something like "pellet concentration angle". This would all work through a "commit to memory" node, which would save the bibites location, direction, and everything it senses to a single memory slot, a "bite" if you will, but it would not need any extra nodes to call this info, instead, it would be called by the normal sensing nodes if nothing else is found. there would be a "memory" stat, which by default would be 0, and would control the number of "bites" a bibite can remember, and once a bibite fills its memory older memories are deleted. There could also be a node that would update/replace a memory slot, and another that would delete a memory slot. This memory system would save many splendid bibites from a lonely fate in the void.
I have a glitch with the latest windows version where no matter how much energy my bibites are getting they have a minimum energy loss. If they end up deep in the negative of energy consumption they still lose energy faster, but there seems to be a point (around 0.1 e/s) where it just doesnt lose less or gain any and all my bibites just die
my strong bibites keep throwing themselves into the void :( they are kinda dumb, but i love this game!
i am having the hardest time modding the game, can you please make the guide more easy to understand?
Fix Linux version plz
Watched the video on Predation and issues, and i think i have a partial solution. TLDR the attack method and lack of camo is a major flaw.
copy/paste on a comment of Camouflage:
Types of Camouflage could be useful.
1) Low/No movement high reaction. This would get you predators more akin to spiders, encouraging high speed but low movement (moving mostly when desperate, or when there's food within striking range) would encourage said type of predators. If they evolved to say have an appendage that could do a strike at a distance quickly and reel in the prey would help. Predators that could last a VERY long time holding in place would be potentially useful, especially if they learned to sit near a deposit of food source to lure in prey, or carry a food source and drop it near them.
2) Being less noticeable when moving less. It would be a camo level multiplied against distance (so further away unnoticed, closer more likely to be noticed unless a higher camo level). If there's a low level of how much movement you could do before it affects your camo you might get predators that move very slowly while seeking prey, like Preying Mantises.
3) Pretending to be a plant/food source. This type of camo would increase in the presence of other food sources, blending in and goes back to #1.
4) Pretending to be another species. There's spiders that pretend to be ants, and flies that have coloration to look like bees and wasps. So basically to get misidentified, which would be more noticeable the closer it got, when it started attacking, or if the prey adopted better eyesight to try and cancel said effects out.
Then there's poison (or in this case, paralysis and lower resistances to damage, and a little damage over time) that could be created. Poison would likely be expensive to use, but could be reclaimed like a secondary food source 1:1 for what wasn't used. Also poisonous that if they are eaten they damage those that tried to eat them. (which could be half movement, Damage over time, or slower digestion/energy recovery for a duration). Though if that's the case having a new gene when they could regurgitate recently swallowed food they could learn there are some things they don't want to eat and try to prevent said damage.
Which then gets into setting traps which have a varying level of camo and stickiness and strength. Or putting food into the trap so when eaten they get stickied. That would be interesting to see.
I guess thinking about it, it's the mix of the attack method currently is too limited and they are too easily to be seen, so there isn't enough diversity in predators making overspecialization to avoid 1 predator type the issue and not having to spread out as much for multiple types of predators.
Also appendages (from #1) could be used to gather plant food sources too. So it might be useful even for herbivores, but the cost rate wouldn't make sense unless food was very scarce and other herbivores were nearby thus to snatch food away from others.
Edit: Watched more recently on added digestion and how it will affect the bibits. Looks good but most of the above i think still stands.
Regardless i look forward to seeing more of this.
everything evolves from crabs.
Wo wo wo!
*Scuttles away like a certain Futurama 'expert on humans' Doctor*
It would be great if there was a android version.Or you can make it so android and apple users can dowload it in the play store or something
thank you for a amazing game.
Thanks so much <3
Automatic tag/name generation for generation 1 bitbites would be a cool option, would make tracking them a whole lot easier.
Maybe have a way to make it so bibites can spawn outside a plant spawning node too, Im trying to make an area that is like an eden, while there are carnivorous bibites outside it
Hey, i think it would be good, if the plants also despawn after a while, so they dont get concentrated on one island
but all in all, super simulation
Don't know if it's just me and my computer personally but I can't open the game with a paid program that unzips files :(.
Extract the files then open bibites
Could we get a Linux ARM version. I want to make my kids a "Bibite tank" on a Raspberry pi.
I watched the devlog of 100 hours of simulation. WHERE ARE THE OPTIONS?? Like bad-cell destroyer(Select what to keep and close relatives to it in specified radius).
It is included in the new 4.2 update
Oh..
The game is great, but it is hard to navigate, If there were to be an option to use the arrow keys, or wasd to move the viewpoint, that would greatly improve the experience. There's also a chance that I'm just missing something, so if someone knows how to do so, please let me know.
alright, i figured out that it was right click drag to move, but that is a little unintuitive and hard to use on a mousepad. Potentially there could be an option to change keybinds?
I'd like a change keybinds option
HI can you make it where you can name the species?
How can you stop save files from building up on windows? I'm not able to delete them while still being able to open the game
Any chance at a web version, this program doesn't really work on anything other than windows, and even then...
how to close the application on windows?
Zooming stops working after I save or load the world. (Windows 64x version, this bug was present both in 0.3.0 and 0.4.1 versions).
other than needing to run the windows version in wine cause the linux version just doesn't do anything after being ran, it's great
im installing it with wine too, but i'm getting this error: 0168:err:d3d:wined3d_debug_callback 0000000046F0FEB0: "GL_INVALID_OPERATION in glDrawElements(vertex buffers are mapped)".
were you able to successfully install it? and if so how did you install it
Gave freezes when attempting to save a bibite
you must first select a path. then name then save. it's a bug
My one is getting stuck at the loading screen, the bar just sits at 50%
Same with me
Same here, but I fixed it by right-clicking the application -> Show Package Contents -> Contents -> MacOS and then running the executable file directly
(MacOS 12.3.1)
THANKS, worked for me!
Thanks a lot! It even worked for my Mac w/ Catalina 10.15.7 :D
mine too
Run as Admin
I tries running the The Bibites.x86_64 file but all i get is the unity splash screen and then a blue empty screen.
me to
This has been an ongoing issue for months at the very least. I’m trying to get Proton to run it somehow but the binary appears to simply refuse to launch when I try it - but someone on Reddit had better luck than me.
try run as admin
I assume you mean as sudo?
Nope, doesnt work.
I started a simulation and i let it run for 2 hours, then i pressed the save icon in the bottom left corner, i saved the file in a folder of my computer but i can't find how to load it back
There's another button right next to the save game button on the bottom left that allows you to load a save file
There are a lot of people who want to have options to do things like: add / remove plants or the option to control bibites but quite against the idea. I believe you need to see how the beautiful world of bibites develops on its own and without the player help, because it is not "true natural selection" and will not lead to smarter and better bibites and more interesting simulations.
The suggestions make that the player's choice. Natural selection would not be rendered impossible, simply optional.
I think that what is beautiful about this simulation is that it works on its own. Its not a game about creating ALife creatures, its about seeing a life (or ALife to be more specific) growing, evolving and getting more and more complex. And I think that saving that from the player choice will be the best.
Oh, bye the way rendering a natural selection its really is (at lest compere to other amazing thinks that the developer made in this amazing project) @MIvluu if you don't believe me you can see his videos about it I'm highly recommend https://www.youtube.com/c/TheBibitesDigitalLife
Beauty is in the eye of the beholder. The availability of the suggested tools would increase the enjoyment of those who suggest them, but players would not be deprived of the choice to observe natural selection if they so wished. The inclusion of the tools would only be a benefit of extra freedom.
I have already watched the videos, for such are what drew me to this project.
Issue on Mac: It loads the Made with Unity screen, and then it stays in a blue background and nothing else happens
I'm pretty sure you made 0.4.1 to fix the 50% issue but its still getting frozen at 50% loading :(
The issue on Mac is due to the fact that I can't afford the price of purchasing the official Apple Developper Account, so it won't recognize the program as trustworthy. As a result, the program fails when it tries to access the files it needs on the disk.
You have to manually give permissions to the program. I remember people that figured out how to do it, but I can't remember since I don't have a mac and have never done it myself.
I have memorized that step in downloading software. I've done that. The problem is that the loading bar inside the application gets stuck at 50%. Everyone is having this issue its not just mac (Atleast thats what I've seen from reading the most recent comments) also, I like your new pfp. :)
Did u ever figure out how to fix that issue?
No, I did not sadly.
I fixed this by right-clicking the application -> Show Package Contents -> Contents -> MacOS and then running the executable file directly
(MacOS 12.3.1)
Run as admin
Sadly seams freeze on Ubuntu 20 while loading, only shows a blue screen, outputs nothing to the console, and outputs nothing to the log other than what I always see in unity games. The splash screen however does show, hope this gets fixed and looking forward to you're next video.
Having the same issue here on Manjaro Linux. This issue existed in version 0.3.0 as well, but it showed a grey screen instead. Someone suggested that the issue was an improperly positioned camera in Unity, but I’m not entirely sure. The developer said he was going to take a look at it back then though. So hopefully this will be fixed soon.
Having the same issue in Linux Mint 20.02. Version 0.4.1
using a Nvidia GPU, no clue if thats related or not but may be helpful?
Having the same issue on an AMD card so
same issue
Suggestions:
Not sure how #1 would be implemented - everything needs a gene attached to it and anything controllable needs output neurons, so if Bibites could gain and lose these dynamic parts there would need to be something in place to handle Bibites having different amounts of output neurons.
#13 could be implemented by splitting the map into quadrants - Northeast, Northwest, Southeast, and Southwest. Then, depending on what quadrant a Bibite is in and what border is being crossed, the Bibite could basically be teleported. Going off the east edge would put you on the west edge, and vice versa. Going off the north edge will put you back on the north edge but in the other direction, and same for the south edge.
I don’t quite understand what you mean with #5 - is this, like, egg merging?
Yes. Eggs merge and recombine.
Version 0.4.0 Mac Universal.zip doesn't work. it just loads to 50% and then stops. I left the program running for ~2 hours and when I got back, still on 50%.
Fixed this by running the executable file directly
Right-click the application -> Show Package Contents -> Contents -> MacOS
WOAH! Cool! Thank you!
8 hours into the simulation the whole population had a simple yet bloody effective behavior: the more energy they have the more they turn essentially making spirals and when they have no energy left they move in straight lines.
I'm not sure why it's so beneficial but I've got some theories:
- The bibites were very aggressive and had a strength of 10 (twice as much as the starting value) so most of the time if they stayed close they would kill their offspring, With this behavior, once they give birth they tend to go away
-They had become very herbivorous and because of the patch-like distribution of plants if they found some food then there's probably some nearby.
keep in mind this allowed them to exceed 400 bibites, resulting in a massive drop in plants which regulated the population, also turning ONLY depended on energy and nothing else.
pretty cool!
Does the timer change how they will evolve?