- make install
- bzip compression on critters
- OpenMP is now optional
- removed libusb dependency
- autoexchange crash fix
- boost linking fix
04/14/13: Critterding 1.0 beta13 released
- bodypart selfcollisions fix (thanks ScribbleJ)
- roundworld gravity fix (thanks Sam Porter)
- refactored critter brains, muscles
- refactored brainview & species windows
- upgrade bullet physics and link it statically
- decrease energy by the unit instead of percent
- added energy cost of bodyparts and weight
- mutationrates are now permille instead of percent
- opengl lighting fix & more contrasting critter colors
- food count reporting fix
- critters can see if critter is of the same species or not
- customisable keybindings ( settings.xml )
- threading fixes
- switched to cmake
- fullscreen & window resizing fixes
- many fixes and cleanups
03/14/10: Critterding 1.0 beta12.1 released
- some fixes and cleanups
- catch segfault when using headless without critter_raycastvision
03/05/10: Critterding 1.0 beta12 released
- critter selection and actions (kill, duplicate)
- new panels: neural net brainviewer, hud, species list
- touchingcritter brain input fix
- profile saves to ~/critterding/save/(profile)/(profile).pro
- toggle rendering of gui and scene (keys h & r)
- font switch to DejaVuSans
- an icon thanks to jrabbit
- new options:
--roundworld: a round planet
--benchmark: times a scene of 10000 frames
--headless: console mode
--startseed: seed for the random number generator
--killhalf_incrworldsizeX/Y: option to increase worldsize when killhalf triggers
--killhalf_decrmaxlifetimepct: option to decrease critter maxlifetime when killhalf triggers
--critter_raycastvision: raycast vision for critters
--threads, number of threads, making openmp (comes with gcc4.2+) a requirement
- build system:
- if available, build against system ftgl (pass --disable-system-ftgl to use internal)
- make install
- many fixes, cleanups & changes
Downloads
Critterding depends on Freetype2 and SDL when compiling the sources.
Critters are informed by sensors:
- if their head touches food unit
- if their head touches another critter
- if they are able to procreate
- about their energy state
- about their age
- about the state of their joints
- what the world looks like (RGBA vision)
Critters can make use of the following motor neurons (actions):
- bend joint
- bend joint in other direction
- eat
- procreate
At default, the program sets up a small world with a relatively large amount of food units
and keeps throwing in critters with randomly generated brains and bodies.
After a while, one of these idiot critters will unavoidably be
good enough to maintain a small population:
Slowly but surely, their behaviour will become
a lot less random as they demonstrate increasingly
better survival skills: