BioGrid @BioGridGame
There aren't enough ecology sims out there. I think I'm gonna try to make one. Estonia Joined January 2017-
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Following a really hungry bear around for a while. Predators aren't all that good at hunting yet since everyone moves at the exact same speed.
Added a harsh but necessary system to deal with occasional overconfident animals
Improved animal pathing a bit - their main steering algorithm only has local knowledge of obstacles, and it doesn't deal well with complex terrain and distant goals. So I added an incremental A* solver so that stuck entities can "think" for a bit and get a smarter path.
Quick evolution test. I enabled a small drought tolerance mutation (shown by color) when these trees reproduce. They adapted to both arid and wet soil pretty quickly. This is how new species will form - at enough genetic distance, these populations would become separate species.
I've added some extremophile swampy and arid species and the biome chart is basically fully filled in now. There's 27 grass species now, most with growth stage variations, for a total of 52. I don't wanna touch grass anymore for a while...
Changing the soil generation logic means I also need to re-tune my hydraulic erosion. It's a pretty slow iterative process, small changes in parameters can produce very different results in long term. All 3 variants have problems, but C could kind of work with some more tuning
Still watching the grass grow. It now slowly creates a soil layer wherever there's at least a bit of water. You can see the species change over time - they tend towards greener and leafier types as the soil improves. Works in reverse too - dried out soil turns back into sand.
Testing some long-term interactions - decomposing plants slowly turn sand into fertile soil. It'd be cool to have to use hardy pioneer species to first terraform a world a bit and make way for fancier species. But maybe I'll just make grasses do this automatically if it's tedious
I made the water flow data accessible to entity simulation and got some pretty dramatic results
Testing some more local erosion and displacement Kind of surreal effect - looks like a timelapse but it's basically just a post-processing filter on the terrain
Implemented some terrain-aware upsampling schemas to squeeze out more visual fidelity from the sim. You can still see the underlying low-res grid, but it's a lot less obvious now.
I tried combining procedural noise and low-res water sim data. Here's a sort of failed attempt at drainage basins, made by taking a gradient and then divergence of directional gabor noise. It's not very realistic, nor cheap, but still pretty neat for a simple single pass noise.

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