Niwrad

Distributed multiplayer sandbox evolution simulation
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niwrad

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Features

  • [x] Heuristic AI (state machine)
  • [x] Artificial selection (partially)
    • [x] Spawn plants / animals by drag & drop
  • [x] Parametrable experiences
    • [x] Working UX
  • [x] Experience metrics (partially)
    • [x] Big ugly panel in game with number of animals ...
  • [x] Optional carnivorous hosts
  • [x] Android, Linux, Windows, Web, iOS, MacOS
    • [x] Decent cross platform UX
  • [x] Multiplayer (91.121.67.56:30020) + singleplayer
    • [x] Can share experiences
    • [x] Leaderboard (yet naïve: who had the most hosts alive = biggest computer)
  • [x] Audio (parametrable)
  • [x] Inputs (not parametrable)
    • [x] Cross platform

Dependencies

  • Online mode: Nakama
  • Online mode: louis030195/octree
  • Online mode: deployment (Docker, Kubernetes, Helm)
  • Both: Unitask, Protobuf, TextMesh Pro, new unity input system, few free assets

Goals

  • Hosts have characteristics. When hosts reproduce sexually or asexually, the offspring characteristics are its parent's plus mutations.
  • Hosts behaviour code MUST be generic, so we can either implement simple heuristics like state-machines, behaviour trees, utility or try learning AI like reinforcement learning.
  • Observers can trigger artificial selection, the goal is to implement actions that offer the possibility to influence evolution. Currently what came to my mind: any way to protect, harm, heal, feed ... some species

Non-goals

  • Simulating nature at the quantum level

Development

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Evolution