Hi all thanks for watching! I want to address some things that could clarify some stuff. I received a bit of constructive criticism with the video - Overly pretentious Agree, I will tone it down next video - Video footage seems off That's my bad, it was a period of about 6 months and I forgot about alot of the footage/they were lost. If this ever happens again I will use relevant footage - Redundant Agree, I'll tackle a unique angle of this niche if I ever am to do another video on this topic. I also received some questions - Will the game be a full release? nope, it's just a small interactive simulator you and your friends will be able to use - Source Code? yeah... I don't know when this will happen, but i'll make sure to do it - Long term project? I plan on providing support for bugs, but no more updates for now. People have done insanely good things with ecosystem simulators already So yeah thanks for the support too, hope this clarifies some things up, if you have any extra comments/concerns add I'll add it to this list.
I love the ending so much. - "Through out this project, I was constantly wondering whether it is all worth it. My community was desperate waiting for new video for over 6 months, friends are wondering whether I am making something, and most importantly there were tons of other games and simulations that are much better. So, why should I even try? But at the very end, after all the trials and tribulations, seen all the progress and beautiful thing I accomplished. Most importantly, creating something I am proud of i can share with the world. I realized that even that was not the best, the experience, the knowledge, and the memories would be all well worth it. " 😀
@@pigsterthepig448 I guess, this video has been updated. At its launch version, it had this this beautiful ending part. It resonated with me so much, then I decided to type them out and share with all of us.
After watching the whole video, I might be able to explain why it is difficult for more cycles to persist. It is the size of the map. The map is too small to support a complex community that you are looking for. The more space you have, the more land to forage, hunt and recover. With such limited space, your populations are naturally become unstable due to the limited resources. The larger the map, the easier a plant can recover from overharvesting as the herbivores take over and will succumb to the predators. There is an interesting thing to note that drives this point home is the shrinking of your herbivores. This is a classic example of insular dwarfism. Probaby since your bodysize stat accounts for food storage, it was beneficial for the ai to shrink. Insular dwarfism occurs as an organism will shrink compared to their relatives to adapt to limited resources. Great living examples are Key Deer, a subspecies of White Tailed Deer found in the Fla Keys and will rarely get as tall as your waist, however most examples are no longer with us due to humans
please do not end this project. evolution has no end, and therefore this has endless possibilities. id love a speculative evolution simulation based game, like if this game and spore have a love child.
I always have so much fun looking at this kind of videos were someone makes a virtual ecosystem and explain the mechanics behind it. I encourage you to do more of this.
I love the inclusion of plant evolution to adapt to herbivores. One my favorite examples is the (now extinct) moa and lancewood trees. You see, Moa were the apex plant eater in NZ acting as elephant and deer, with a wide ranging diet and long reach for leaves. Their voracious appetite lead to one of the very few examples in ontogenic dimorphism in plant morphology. This means the body and parts of the tree change as it ages! The lancewoods start their lives with leaves filled with defenses to protect it from being chewed up by the birds. The leaves have a silica glass in their sap rich with poison to tear the throats of the bird, and the leaf structure was more like the front of a swordfish. However as the tree reached a height above the grasp of the moa, the leaf shape would change to finally fill the canopy without worry of predation!
I just love stumbling upon videos like that just blow my mind. Its not only an inspiration for people that code / develope things but also entertainment. I love the editing, the content and the way you deliver it. Very glad i came by this channel and i really hope (if thats what you aim for) that its gonna blow up and you can inspire more people with your content. Keep going my man, you really got the guts for it.
That intro reminds me of a game which starts out as Factorio Light until the player character has a "What have I done" moment and spends the 2nd half restoring nature, finally leaving a beautiful world behind. No clue what the name was, tho. :( And this is an executable.4k (!) in size, which catches that mood quite well, too: th-cam.com/video/jB0vBmiTr6o/w-d-xo.html
I am… AMAZED! Thank you for making this i hope for the best (and never give up even in the darkest moments you just gotta power past it) Good luck loved the video!!)
TH-cam channels with videos like this have a million + subscribers I couldn’t believe my eyes when I saw you only had under 10k! Just subbed and keep up the good work this was awesome to watch and your voices perfectly matches the edits and vid
0:04 Massively defied my expectations. Instead of a boring unchanging voice explaining this boring thing for hours, this seems to be a lot more impressive and well made with great storytelling.
One thing you could try is having the Predators and prey have a mechanism to swap between behaviors. Predators that can become herbivores and herbivores that can become predatory. And probably you can add a mechanism that lets the plants reward the predators for preying on herbivores. Those 2 things would likely stabilize your ecosystem and make it more dynamic as well.
One important thing to note with tertiary levels is that the further up the animal is on the tertiary level, the less energy you get for food, as only 10% of energy actually gets transferred to tertiary level. Eg. The seeds from the trees would have 100 energy, the creature that eats the seeds would get 10 energy per seed, and this continues. If I were you this is how I would implement this, animals get energy from eating each other or the seeds, if the energy goes to 0 the animal dies. Energy gets spent over time just doing everything tasks like walking around, although some actions would take more energy, like hunting. This system would balance out your predators
Yeah! Just go for it man! This video was beautifully documented. It was an absolute delight to watch and glad to see you're still making amazing things. I can only dream of making something like this in the distant future. I can't imagine the amount of work that went into learning how to make this simulation and detailing the video...It was totally worth it! Let nothing stop you!
Hey, I would recommend trying R (stats programming language) for data analytics of your sims. It can be ported with Unity/manually imported. It will read your data much faster then excel.
Adaptive systems like ecosimulation would actually be the solution for RPGs which have a heavy focus on damage typing. One of the biggest issues with RPGs is lack of endgame content and players getting bored once they have the perfect build - but adaptive systems would prevent that from ever happening. For example, if NPCs type-1 are spawned with a fire weakness and NPCs type-2 have a water weakness and the spawn area is defined by comparing populations in neighboring regions exclusive to each group then eventually players will focus on one group over another depending upon popular loot drops and skills. So the meta game would develop around defeating one group (let's say type-1), but the adaptive system would begin to adjust spawns to increase the likelihood of type-2 NPCs. Player behaviours would then shift the meta to gearing up to fight type-2 until the tipping point is reached to swing spawns back to favouring type-1. Consequently, the content players take part in frequently is constantly shifting which alleviates grind and players will never have a permanent optimum build.
* looks at pinned comment * Overly pretentious?? Who said that?!? You don't sound pretentious at all. Keep doing what you're doing! Your tone, in my opinion, is gentle yet deeply fascinated and passionate about your work. For me, it evokes the same feeling - though I may be biased because I already deeply love anything to do with biology and natural history anyways. But still! Don't worry about your voice. That 'constructive criticism' is completely unfounded and not applicable to your video or your delivery.
Awesome! Although I don't really understand much from the video (I'm a game animator with really basic coding knowledges), it is always interesting to watch how programmer building the system and logic for the game / simulation. Keep up the great work! You've got a new subscriber :)
Hello I'm back. so i really got started, learned a little bit about C#, a little bit about Unity, so... i've made 4 game clones since i posted this comment
In my opinion the best evolution game to yet exist is Cell Lab. It focuses more on emergent properties of cells, majority of which can't survive on their own.
Hi :) If You want to make a Thriving Ecosystem, try giving the Plants the Ability to use some Energy to create Fruits, where the Seeds are contained, which the Herbivores relase at random Spots. Or keep, for Mates, Predators and later. Or they themselve produce something the Predators can eat. The Preds also have a random Chance to eat a Fruit/ Piece from a Plant on their Way - the Herbis same - the Pred also with the Ability to give some Energy back to the Ground, but starts at Zero and have a higher Metabolic rate, as Reason why they started to predate. That would be ... [misses word, What would be Your word?] to watch!!
I would wager part of the problem was that all the herbivores fed on the same food source. Add in some food source variation and ones that favor different adaptations to be consumed may change the data. Further, with the introduction of predators, the lack of an ability for the herbivore to seek refuge makes them practically guaranteed to die when spotted. Add in genes that allow some prey to be better equipped to avoid predators as well as include dens for them to hide in but limit the amount of dens and the capacity of them. Further, by adding needs to all creatures that trigger their need to eat, sleep, and drink, these can affect what, how, and when the will be available to interact. Putting all of this into genes can add realistic variance and change that can really make your simulation shine. Good fortune to you :)
I think with these kind of projects, it gets really hard when you try to hard-code too many emergent phenomena. (Predator/prey, even plant/animal) There’s just so much troubleshooting that has to happen and in the end I think it boils down to the lack of resources to have millions of entities in a massive environment with many niches. It’s just too computationally laborious. The Bibites are great in how they use neural networks b/c this allows for more emergent behaviours, but even that project falls prey too many of the same pitfalls. It’s a constant fight between computational power, simulation size, simplicity of game rules, and simplification of emergent phenomena in our own biosphere. Does that make sense? This was really cool, and I’m excited to see more. I especially like that you made the flora dynamic so it could interact with the animals. I look forward to seeing more, but it’s a hard task you’ve set for yourself.
I love watching eco-system games My dream is be able to create a eco-system game which the animals have abilities and different biomes Just to see what ability would be better in what biome and etc.
if the plants had stages of viability, where food can only be harvested at a point of maturity, could that allow the plants the time to reproduce. also different energy consumption at different stages of maturity? I assume plants are not growing in size when flowering/pollinating/seeding. Also plants aren't entirely eaten, mostly fruits and seed. Also not all seed is digested. Some more armored seeds pass through and remain viable after passing. fantastic work though and continuing on or not, this is some fantastic work and I appreciate the journey you've shared
Loving the research involved with this video. Felt like a short film! This was a very interesting how the animals favored eating. Curious to see how the predator data will look if you make a part 2. Really nice job, would make an excellent course/class. Also curious, around 13:10 is that the music from Interstellar?
Amazing! Also very informative. If you keep makin' stuff like this you'll get up there in no time. EDIT: Also, despite what other people said, I didn't feel like it was super pretentious or anything. I feel like it was more professional/scholarly than pretentious if anything; and I get how those could be confused. By the way, what's the intro song? I really like it lol
Interesting relationship between predator / prey / plants I hadn't considered but makes absolute sense in hindsight. Looking at US, Yellowstone, Grey Wolves, they don't hunt randomly, since if their intended lunch is healthy, it can fight back and risk wounds for the wolf on top of caloric reserves lost in the attempted hunt. Consequently the wolves target the very old, very young, sick (mosquitoes, starvation, etc), wounded (springtime mating fights, twisted ankle from stepping in a gopher hole while running, frostbite, etc). So, Eater get weaker when food supply decreases from Eater's over population. Weaker ones (N < 1) are eaten while N'th value strong / healthy ones (N = 1) are not. The hindsight realization is that predators defend plant populations by eating herbivores.
Well, and I'm glad that after 2 days of work I now have a 2D tank wich is moving, whose turret aligns with the courser, can shoot on click and is followed by the camera.
I did legit the same thing (but with much simpler graphics and scripts) and faced the same problem with the predators. Even when I set the predators to reproduce faster when there were more prey and reproduce slower when there were less, either the predators couldn't catch up with the reproduction rates of the prey, or the predators end up killing all the prey. Seems like the balance is very delicate.
"Finally, it looks more visually pleasing." Ah yes, ps1 level graphics are truly a sight to behold. Only half kidding - its a massive improvement to before and fits what you're doing, so... perfect.
Hi all thanks for watching!
I want to address some things that could clarify some stuff.
I received a bit of constructive criticism with the video
- Overly pretentious
Agree, I will tone it down next video
- Video footage seems off
That's my bad, it was a period of about 6 months and I forgot about alot of the footage/they were lost. If this ever happens again I will use relevant footage
- Redundant
Agree, I'll tackle a unique angle of this niche if I ever am to do another video on this topic.
I also received some questions
- Will the game be a full release?
nope, it's just a small interactive simulator you and your friends will be able to use
- Source Code?
yeah... I don't know when this will happen, but i'll make sure to do it
- Long term project?
I plan on providing support for bugs, but no more updates for now. People have done insanely good things with ecosystem simulators already
So yeah thanks for the support too, hope this clarifies some things up, if you have any extra comments/concerns add I'll add it to this list.
Big hype
nice
@@Eddie-hk5es nah bro commented on his alt thats crazy
I personally would love a part 2
this is rlly good
I love the ending so much. - "Through out this project, I was constantly wondering whether it is all worth it. My community was desperate waiting for new video for over 6 months, friends are wondering whether I am making something, and most importantly there were tons of other games and simulations that are much better. So, why should I even try? But at the very end, after all the trials and tribulations, seen all the progress and beautiful thing I accomplished. Most importantly, creating something I am proud of i can share with the world. I realized that even that was not the best, the experience, the knowledge, and the memories would be all well worth it. " 😀
For some reason, the video just ends at 16:27 for me. Is this happening to anyone else?
@@pigsterthepig448 because it’s that long
@@pigsterthepig448 I guess, this video has been updated.
At its launch version, it had this this beautiful ending part.
It resonated with me so much, then I decided to type them out and share with all of us.
hay man I hope he stays his work
@@av3nt4dor8 no its 16:28
After watching the whole video, I might be able to explain why it is difficult for more cycles to persist. It is the size of the map.
The map is too small to support a complex community that you are looking for. The more space you have, the more land to forage, hunt and recover. With such limited space, your populations are naturally become unstable due to the limited resources. The larger the map, the easier a plant can recover from overharvesting as the herbivores take over and will succumb to the predators.
There is an interesting thing to note that drives this point home is the shrinking of your herbivores. This is a classic example of insular dwarfism. Probaby since your bodysize stat accounts for food storage, it was beneficial for the ai to shrink.
Insular dwarfism occurs as an organism will shrink compared to their relatives to adapt to limited resources. Great living examples are Key Deer, a subspecies of White Tailed Deer found in the Fla Keys and will rarely get as tall as your waist, however most examples are no longer with us due to humans
US, California, "Catalina Island Fox" also evolved dwarfism, becoming roughly the size of a house cat.
We have dwarf white tails in the San Juan's as well. Same reasoning as the Keys, smaller food stores and easier to swim from island to island.
12:10 these creatures were like "ha! food too far away? simple. just teleport." and i admire them for that
12:46 OMG THEY DID IT AGAIN. legendary.
Amazing video! Felt like a proper documentary that showcased your simulation. Great work
thanks Usman!
If you keep going you chanel is going to blow up. Please keep doing this series.
Will do
@@eddie.z damb, that was a long time ago😢
this is an absolute piece of art, the editing is SO FREAKING GOOD WHAAAAAAT
Thanks Rystal!
Add a reply...
please do not end this project. evolution has no end, and therefore this has endless possibilities. id love a speculative evolution simulation based game, like if this game and spore have a love child.
You could add something like biomes or different properties for different areas like "humid" or "desert".
On my list. I'd also have to add a bunch of accompanying features to go with that but its going to happen
ah yes good idea, more variation would likely lead to more stability
I always have so much fun looking at this kind of videos were someone makes a virtual ecosystem and explain the mechanics behind it. I encourage you to do more of this.
This is truly awesome. I’m into biology, terrariums, and video games. Perfect!
I love the inclusion of plant evolution to adapt to herbivores. One my favorite examples is the (now extinct) moa and lancewood trees. You see, Moa were the apex plant eater in NZ acting as elephant and deer, with a wide ranging diet and long reach for leaves. Their voracious appetite lead to one of the very few examples in ontogenic dimorphism in plant morphology. This means the body and parts of the tree change as it ages! The lancewoods start their lives with leaves filled with defenses to protect it from being chewed up by the birds. The leaves have a silica glass in their sap rich with poison to tear the throats of the bird, and the leaf structure was more like the front of a swordfish. However as the tree reached a height above the grasp of the moa, the leaf shape would change to finally fill the canopy without worry of predation!
I suppose, that's why moa went extinct? ; )
I just love stumbling upon videos like that just blow my mind. Its not only an inspiration for people that code / develope things but also entertainment. I love the editing, the content and the way you deliver it. Very glad i came by this channel and i really hope (if thats what you aim for) that its gonna blow up and you can inspire more people with your content. Keep going my man, you really got the guts for it.
Definitely something I would not finish, probably not start either because I'd know I couldn't even get 1/4 of the way. Proud of you, good job.
Even just seeing the intro I can see you put much effort into this. Definitely gonna watch til the end!
That intro reminds me of a game which starts out as Factorio Light until the player character has a "What have I done" moment and spends the 2nd half restoring nature, finally leaving a beautiful world behind. No clue what the name was, tho. :(
And this is an executable.4k (!) in size, which catches that mood quite well, too: th-cam.com/video/jB0vBmiTr6o/w-d-xo.html
severely underrated video, you’re a natural at making compelling and entertaining vids. Look forward to more :]
Mind-blowing
Mind-blowing
Mind-blowing
Mind-blowing
Exactly what JFK said 🤯
How do you only have 6k subs man . This video was one of the best I've seen in a while . Awesome job
I am… AMAZED! Thank you for making this i hope for the best (and never give up even in the darkest moments you just gotta power past it) Good luck loved the video!!)
Your production levels are on a quality similar to that of /Disrupt or Inside A Mind!
Keep it up!
TH-cam channels with videos like this have a million + subscribers I couldn’t believe my eyes when I saw you only had under 10k! Just subbed and keep up the good work this was awesome to watch and your voices perfectly matches the edits and vid
I was into ecosystems and coding so like DREAM VID
0:04 Massively defied my expectations. Instead of a boring unchanging voice explaining this boring thing for hours, this seems to be a lot more impressive and well made with great storytelling.
this is how i want my yt feed to be....good editing and good content, you've just earned urself a sub man
I love the moment when the creature suddenly spot the food. My attention is fully engaged and the sound effect is awesome. 😂
Fascinating idea and incredibly well-made, too! I love the production quality, looking forward to your next video ! :)
I am brand new to DAW and soft soft - these tutorials are excellent an very helpful to get soone like up and running. Appreciate
almost everything you say I don't know what your talking about since I know very little in coding.
such a great video you made!
One thing you could try is having the Predators and prey have a mechanism to swap between behaviors. Predators that can become herbivores and herbivores that can become predatory.
And probably you can add a mechanism that lets the plants reward the predators for preying on herbivores.
Those 2 things would likely stabilize your ecosystem and make it more dynamic as well.
It's been great seeing more and more evo sims popping up on youtube
I FIND THIS VERY INTRESTING i hope u continue working on the game and making it AMAZING
One important thing to note with tertiary levels is that the further up the animal is on the tertiary level, the less energy you get for food, as only 10% of energy actually gets transferred to tertiary level.
Eg. The seeds from the trees would have 100 energy, the creature that eats the seeds would get 10 energy per seed, and this continues.
If I were you this is how I would implement this, animals get energy from eating each other or the seeds, if the energy goes to 0 the animal dies. Energy gets spent over time just doing everything tasks like walking around, although some actions would take more energy, like hunting. This system would balance out your predators
Yeah! Just go for it man! This video was beautifully documented. It was an absolute delight to watch and glad to see you're still making amazing things. I can only dream of making something like this in the distant future. I can't imagine the amount of work that went into learning how to make this simulation and detailing the video...It was totally worth it! Let nothing stop you!
bro this is the best game developing video i have ever watched. i want to play this so bad
Ive loved ecosystems but now a game! Amazing!
First unity video I've seen where nothing goes wrong. Bit of a change of pace when you just skip to when it's working. Great video!
This is amazing, I'd be delighted to see more from this project
Hey, I would recommend trying R (stats programming language) for data analytics of your sims. It can be ported with Unity/manually imported. It will read your data much faster then excel.
Now this is the content im looking for
Definitely worth a subscription!
This is great! Instantly subscribed, surprised you’re not more popular.
Thats really cool! Would love to see it work out one day and become a lasting cycle :D
Adaptive systems like ecosimulation would actually be the solution for RPGs which have a heavy focus on damage typing. One of the biggest issues with RPGs is lack of endgame content and players getting bored once they have the perfect build - but adaptive systems would prevent that from ever happening.
For example, if NPCs type-1 are spawned with a fire weakness and NPCs type-2 have a water weakness and the spawn area is defined by comparing populations in neighboring regions exclusive to each group then eventually players will focus on one group over another depending upon popular loot drops and skills. So the meta game would develop around defeating one group (let's say type-1), but the adaptive system would begin to adjust spawns to increase the likelihood of type-2 NPCs.
Player behaviours would then shift the meta to gearing up to fight type-2 until the tipping point is reached to swing spawns back to favouring type-1. Consequently, the content players take part in frequently is constantly shifting which alleviates grind and players will never have a permanent optimum build.
underrated keep going your futures bright
really good video, editing is very well done, keep it up
this was well made my guy!!!
the start look like they're moving at lightspeed and i love it
Simply awesome man!!! I'm sure my IQ was increased on at least 10 points. Congrats on your great work.
I didn't know it was so awesome to watch someone program Giant Enemy Spider to adapt to the enviroment and evolve
First also so excited to watch!
4:47 That is a fucking awesome detail
Absolutely legendary
Appreciate it
@@eddie.z seriously excited for the next episode
Awesome job, thanks a lot for sharing👏👏
* looks at pinned comment * Overly pretentious?? Who said that?!? You don't sound pretentious at all.
Keep doing what you're doing! Your tone, in my opinion, is gentle yet deeply fascinated and passionate about your work. For me, it evokes the same feeling - though I may be biased because I already deeply love anything to do with biology and natural history anyways. But still! Don't worry about your voice. That 'constructive criticism' is completely unfounded and not applicable to your video or your delivery.
absolutely insane that you only have 6k subs keep it going
This is Amazing good job!
this deserves waaay more views
indeed
Awesome! Although I don't really understand much from the video (I'm a game animator with really basic coding knowledges), it is always interesting to watch how programmer building the system and logic for the game / simulation. Keep up the great work! You've got a new subscriber :)
This was great, I'd love to see you add in fungus, bacteria and viruses to help flesh out the ecosystem even more
Hello, starting today I will become a game developer! your videos made my eyes shine
Hello I'm back. so i really got started, learned a little bit about C#, a little bit about Unity, so... i've made 4 game clones since i posted this comment
Getting strong Johnny Harris vibes from the narration. I love it!
In my opinion the best evolution game to yet exist is Cell Lab.
It focuses more on emergent properties of cells, majority of which can't survive on their own.
TH-cam recommended ever so often bring me a good video
This is actually amazing
Hi :)
If You want to make a Thriving Ecosystem, try giving the Plants the Ability to use some Energy to create Fruits, where the Seeds are contained, which the Herbivores relase at random Spots.
Or keep, for Mates, Predators and later. Or they themselve produce something the Predators can eat.
The Preds also have a random Chance to eat a Fruit/ Piece from a Plant on their Way - the Herbis same - the Pred also with the Ability to give some Energy back to the Ground, but starts at Zero
and have a higher Metabolic rate, as Reason why they started to predate.
That would be ... [misses word, What would be Your word?] to watch!!
truly incredible
appreciate it
I would wager part of the problem was that all the herbivores fed on the same food source. Add in some food source variation and ones that favor different adaptations to be consumed may change the data. Further, with the introduction of predators, the lack of an ability for the herbivore to seek refuge makes them practically guaranteed to die when spotted. Add in genes that allow some prey to be better equipped to avoid predators as well as include dens for them to hide in but limit the amount of dens and the capacity of them. Further, by adding needs to all creatures that trigger their need to eat, sleep, and drink, these can affect what, how, and when the will be available to interact. Putting all of this into genes can add realistic variance and change that can really make your simulation shine. Good fortune to you :)
I think with these kind of projects, it gets really hard when you try to hard-code too many emergent phenomena. (Predator/prey, even plant/animal) There’s just so much troubleshooting that has to happen and in the end I think it boils down to the lack of resources to have millions of entities in a massive environment with many niches. It’s just too computationally laborious. The Bibites are great in how they use neural networks b/c this allows for more emergent behaviours, but even that project falls prey too many of the same pitfalls.
It’s a constant fight between computational power, simulation size, simplicity of game rules, and simplification of emergent phenomena in our own biosphere. Does that make sense?
This was really cool, and I’m excited to see more. I especially like that you made the flora dynamic so it could interact with the animals. I look forward to seeing more, but it’s a hard task you’ve set for yourself.
this guy is gona blow up i can tell
Dang that’s crazy
I’ve been waiting for something like this forever. I used to play Darwin pond 😅
You make amazing vids, and deserve more subs, keep it up
I love watching eco-system games
My dream is be able to create a eco-system game which the animals have abilities and different biomes
Just to see what ability would be better in what biome and etc.
i thought the thumbnail said "stimulated" and it just cracked me up so much. just
)
v
*_stimulated._*
This is great. Would love to see simulations of plant evolution too!
Thanks
@@eddie.z no problems !
yes
you have a great future a lot better then now
i thought the thumbnail said "stimulated" and it just cracked me up so much. just
*_stimulated._*
)
v
🕷
if the plants had stages of viability, where food can only be harvested at a point of maturity, could that allow the plants the time to reproduce. also different energy consumption at different stages of maturity? I assume plants are not growing in size when flowering/pollinating/seeding. Also plants aren't entirely eaten, mostly fruits and seed. Also not all seed is digested. Some more armored seeds pass through and remain viable after passing. fantastic work though and continuing on or not, this is some fantastic work and I appreciate the journey you've shared
Legendary
Thanks
Here to claim sub 6k subscriber badge, great content and quality youll blow up
why delete the old vids? i missed pong and froggy and etc
Amazing work!
Will camouflage are very important and great surviving tactic And it will make the game look betterif the creatures ain't just white moving Things
Loving the research involved with this video. Felt like a short film! This was a very interesting how the animals favored eating. Curious to see how the predator data will look if you make a part 2. Really nice job, would make an excellent course/class. Also curious, around 13:10 is that the music from Interstellar?
it is! Thanks Tyler
Very professional editing, earned my subscription
HOLY CRAP THIS IS SO FFFF GOOD
this editing is amazing
Amazing! Also very informative. If you keep makin' stuff like this you'll get up there in no time.
EDIT: Also, despite what other people said, I didn't feel like it was super pretentious or anything. I feel like it was more professional/scholarly than pretentious if anything; and I get how those could be confused.
By the way, what's the intro song? I really like it lol
Thanks for feedback! The intro song is called Cold War Games, it's on epidemic sound :) Thanks for watching!
@@eddie.z yeah, what do they mean by pretentious? I didn't pick any of that up while watching the video.
this is what i was looking for
First time I've ever seen programming + biology stacked in a video JFC
I bet ur a beast at it now
Interesting relationship between predator / prey / plants I hadn't considered but makes absolute sense in hindsight.
Looking at US, Yellowstone, Grey Wolves, they don't hunt randomly, since if their intended lunch is healthy, it can fight back and risk wounds for the wolf on top of caloric reserves lost in the attempted hunt. Consequently the wolves target the very old, very young, sick (mosquitoes, starvation, etc), wounded (springtime mating fights, twisted ankle from stepping in a gopher hole while running, frostbite, etc).
So, Eater get weaker when food supply decreases from Eater's over population. Weaker ones (N < 1) are eaten while N'th value strong / healthy ones (N = 1) are not.
The hindsight realization is that predators defend plant populations by eating herbivores.
OMG IS THIS VIDEO IS SO UNDERRATED❤
Keep up the project of simulating ecosystem
Well, and I'm glad that after 2 days of work I now have a 2D tank wich is moving, whose turret aligns with the courser, can shoot on click and is followed by the camera.
What is the song at the map revamp part
Cold War Games! It's on epidemic music
@@eddie.z no i meant the synthwave-esque song that played when you showed off the new map, the song at the end.
@@hexetmonster7082 Ahh my bad, it's Time By Hans Zimmer Synthwave Remix
@@eddie.z tsym, loved your video
This just goes to show we are in a simulation.
Very amazing and underrated!
I did legit the same thing (but with much simpler graphics and scripts) and faced the same problem with the predators. Even when I set the predators to reproduce faster when there were more prey and reproduce slower when there were less, either the predators couldn't catch up with the reproduction rates of the prey, or the predators end up killing all the prey. Seems like the balance is very delicate.
"Finally, it looks more visually pleasing."
Ah yes, ps1 level graphics are truly a sight to behold.
Only half kidding - its a massive improvement to before and fits what you're doing, so... perfect.