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Systems / Rust

Artificial life with procedural biomes and evolution

Rust-based artificial life simulation featuring procedural biomes with temperature, fertility, and light maps. Organisms evolve and compete — herbivores, carnivores, and omnivores hunt and flee based on sensory data, energy levels, and size relationships. True simulated ecology with emergent predator-prey dynamics.

Links Coming Soon
Tech Stack
RustmacroquadFastNoisefastrand
Key Features

01

Procedural biome generation with temperature, fertility, and light noise maps

02

Multi-species ecology: herbivores, carnivores, omnivores with distinct behaviors

03

Sensory-driven decision making — organisms assess size, speed, aggression before acting

04

Energy-based lifecycle: foraging, hunting, fleeing, reproduction, death

05

Spatial querying for efficient organism sensing and interaction

06

Real-time population statistics logging across species

Architecture

Rust game loop with macroquad rendering. World generated via FastNoise for biome maps. Entities stored in vectors for cache coherence. Each tick: organisms sense nearby entities via spatial queries, make behavioral decisions (hunt/flee/forage) based on relative size and energy, execute movement with physics, consume energy. Plants spawn probabilistically in fertile zones. Optimized with LTO and single codegen unit.

Screenshot / Demo Coming Soon