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.
Procedural biome generation with temperature, fertility, and light noise maps
Multi-species ecology: herbivores, carnivores, omnivores with distinct behaviors
Sensory-driven decision making — organisms assess size, speed, aggression before acting
Energy-based lifecycle: foraging, hunting, fleeing, reproduction, death
Spatial querying for efficient organism sensing and interaction
Real-time population statistics logging across species
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.