Oases
The v0.5.0 version sees the implementation of the first mechanism that resembles a game mechanic: oases that host nonsentient organic life (autotrophs and heterotrophs). Ships can now carry vat modules that will allow them to store samples of such life, and to spread them to barren worlds.
Oases run a sort of probabilistic cellular automata inspired by predator-prey simulations (heterotroph-autotroph here, respectively).
Each simulated step consists of two phases:
- heterotroph phase, where autotrophs become heterotrophs (according to the heterotroph reproduction rate, if they have at least two heterotroph neighbors), and heterotrophs become dead cells (according to the heterotroph death rate),
- autotroph phase, where autotrophs can reproduce into a random neighboring dead cell (according to the autotroph birth rate), or become a dead cell (according to the autotroph death rate).
Trophs may be injected
into a simulation according to a specific ratio (which currently favors autotrophs).
Trophs may be sampled
from a simulation. Only those that exceed a certain population threshold are sampled (to protect against extinction due to oversampling), and this threshold is applied to each cell type according to a specific ratio.
Other notes:
- fixed the lack of indexing on memory components in ECS queries
- separated sprite renderer setup from texture loading (so that it may support more use cases)
- the maximum velocity and acceleration of ships is now determined based on their thrust-to-weight ratio
- replaced
;label JSR2
calls with justlabel
, which will emit the JSI opcode
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doldrusidus
An open-ended, obscure simulation realized as a multiplayer universe.
Status | In development |
Author | desertslug |
Genre | Simulation |
Tags | Multiplayer, Space, uxn |
More posts
- Porpoise, chibicc & particlesAug 18, 2023
- Quickstart & first argument insertionJul 30, 2023
- RewriteJul 21, 2023
- Wreckages & missilesJun 22, 2023
- Hives, wasps & leviathansJun 13, 2023
- Signals & barren worldsJun 02, 2023
- WormholesMay 19, 2023
- Monoliths & module growthMar 31, 2023
- Habitable worldsMar 24, 2023
- Nav module guidanceMar 15, 2023
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