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.
I've done about 5 simulations now, two of them being at 100k simulation hours. Some of the behaviour I've seen has straight up astonished me and I think I have a few ways to spice things up even more. I'm going to try to list these suggestions from probably easiest to probably most difficult to program. Bear with me, I don't have programming experience:
The ability to add and subtract food. I think this would do wonders in creating environmental pressures so that my bibites don't get too comfortable and are forced to evolve.
The ability to add and subtract walls. They've gotten so amazing at finding food that they've started to last over 3000 seconds and I can't help but wonder if they could solve mazes and puzzles.
Hot/Cold environments. Think the wall would be easier though this would still make for some interesting selective pressures. Like the walls and the food it would be neat to be able to vary it up at will or at random.
The ability to fuse with and/or connect to other Bibites. This one came to me in a dream as I pictured these guys being able to form these long, colourful chains. But they don't necessarily have to connect front to back if it's possible to connect them in other ways. But regardless of what happens it would be absolutely cool if they could mix their genes.
The ability to evolve new inputs. I'm not sure if this one is possible or if it would even be practical but as someone who studies taxonomy it's amazing to see how creatures repurpose the sensory organs of their ancestors.
I've been playing with this giddily and have very much enjoyed it so far. I tend to leave it running while I'm away or asleep and it's become an exciting thing to return/wake up and see how my Bibites are doing.
Am programmer (but I don’t work on The Bibites) and you’ve got a decent idea of how easy these things would be to program relative to each other. I’ll just give my notes on the first three suggestions though, to make sure this isn’t too long.
Adding a tool that lets you click on food to remove it, or click on the floor to add food, would be extremely easy. Would probably just involve adding a button to the GUI (and/or a keybind) which causes the mouse to delete any food objects if present, or create food if not present.
Walls would be a bit more complicated than that, but only a bit - adding a tool that lets you click on one point, then on another, and create a wall. If you wanted to make it really flexible, you could have it accept any arbitrary amount of points so long as there are at least two. You would then have code to create an object between each pair of points that collides with Bibites and prevents plant spawning.
Temperature would likely require implementing a procedural map generator, since right now the map is basically the same each generation save for randomized plant spawning.
lots of fun. It would be nice to be able to change the starting values without restarting the sim. forgive me if you can do that and i have fewer N than a Bit. :) I had a problem with entity count going up and up and my fps tanking.
i found your channel and the project today.i basically was just looking thru my reccomended and i saw one of your videos come up and i am now intrested in this.
Hello. Found your channel and this project recently, while exploring videos about artificial life simulation (such as similar project "The Life Engine").
Have to say that Bibites look cool already, even in its early stage of development. I really like the direction of this project and wish you good luck on the further developing! Also saw the video about procedural sprites - its great idea, and would defiinitely add more variety to the visual representation of bibites. Hope everything goes well with creating it.
Also do you plan on using some kind of music and sounds to the game in the future as well? If so, i would be happy to make some music for you (also sounds as well if needed) - if youre interested. I think some mysterious, but calm ambient soundtrack could bring even more life to the project. You can find my youtube channel on my profile page, if you would want to check my creations. Also you can contact me on discord: nheve#2657
Thanks for the response! Sounds cool then. Feel free to message me on discord, whenever it will be possible to you, so we'll be able to talk about music in more details - like what kind of atmosphere you would imagine for the soundtrack, or its style (more realistic? or maybe more lofi like?), etc.
Take care, and hope you will have some nice day there!
I left the simulation on for a while, it says 12 hrs, but I don't see any herding even though the creatures are very complex. Is it because they don't think they need it. Also, I want to keep the creatures, but change the environment, is there any way to do that?
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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?
how does the brain n1 s1 stuff work
I've done about 5 simulations now, two of them being at 100k simulation hours. Some of the behaviour I've seen has straight up astonished me and I think I have a few ways to spice things up even more. I'm going to try to list these suggestions from probably easiest to probably most difficult to program. Bear with me, I don't have programming experience:
I've been playing with this giddily and have very much enjoyed it so far. I tend to leave it running while I'm away or asleep and it's become an exciting thing to return/wake up and see how my Bibites are doing.
Am programmer (but I don’t work on The Bibites) and you’ve got a decent idea of how easy these things would be to program relative to each other. I’ll just give my notes on the first three suggestions though, to make sure this isn’t too long.
Adding a tool that lets you click on food to remove it, or click on the floor to add food, would be extremely easy. Would probably just involve adding a button to the GUI (and/or a keybind) which causes the mouse to delete any food objects if present, or create food if not present.
Walls would be a bit more complicated than that, but only a bit - adding a tool that lets you click on one point, then on another, and create a wall. If you wanted to make it really flexible, you could have it accept any arbitrary amount of points so long as there are at least two. You would then have code to create an object between each pair of points that collides with Bibites and prevents plant spawning.
Temperature would likely require implementing a procedural map generator, since right now the map is basically the same each generation save for randomized plant spawning.
lots of fun. It would be nice to be able to change the starting values without restarting the sim. forgive me if you can do that and i have fewer N than a Bit. :) I had a problem with entity count going up and up and my fps tanking.
UMM EVERYTHING IS GRAY after loading mac os 10.13.6
2.5 GHz Intel Core i5
10 GB 1333 MHz DDR3
AMD Radeon HD 6750M 512 MB
(21.5-inch, Mid 2011)
Ok,so its what with a broken camera,ie you didnot have or tag your main camera with maincaera tag v1.3 is affected
I'll have a look at that, Thanks!
Experiencing the same issue on Linux here.
i found your channel and the project today.i basically was just looking thru my reccomended and i saw one of your videos come up and i am now intrested in this.
Hello. Found your channel and this project recently, while exploring videos about artificial life simulation (such as similar project "The Life Engine").
Have to say that Bibites look cool already, even in its early stage of development. I really like the direction of this project and wish you good luck on the further developing! Also saw the video about procedural sprites - its great idea, and would defiinitely add more variety to the visual representation of bibites. Hope everything goes well with creating it.
Also do you plan on using some kind of music and sounds to the game in the future as well? If so, i would be happy to make some music for you (also sounds as well if needed) - if youre interested. I think some mysterious, but calm ambient soundtrack could bring even more life to the project. You can find my youtube channel on my profile page, if you would want to check my creations. Also you can contact me on discord: nheve#2657
Thanks a lot! We could sure talk about that!
Thanks for the response! Sounds cool then. Feel free to message me on discord, whenever it will be possible to you, so we'll be able to talk about music in more details - like what kind of atmosphere you would imagine for the soundtrack, or its style (more realistic? or maybe more lofi like?), etc.
Take care, and hope you will have some nice day there!
I left the simulation on for a while, it says 12 hrs, but I don't see any herding even though the creatures are very complex. Is it because they don't think they need it. Also, I want to keep the creatures, but change the environment, is there any way to do that?