Very interesting to watch, though I don't really have a great idea of what's going on most of the time. Performance seems to be fairly poor despite my system being pretty beefy (Ryzen 9 7950x3d). I see the performance monitor and notice that the render loop seems to fairly regularly exceed the latency for 60fps, despite this being a 'simple' task by modern standards. I'd give more helpful feedback as to why, but the minified code makes it hard to say.
Do you plan on monetizing this somehow? If not, open sourcing some, if not all, would be pretty cool, even if it weren't necessarily licensed in a way that others could 'take' it, if that's your concern. Nonetheless, a very cool project.
Neat simulation, but something seems up with the traits. I have ended up with two lineages with ridiculously high "Predate" scores - one with over 10^22 "percent".
Also, it's currently running at 1 tick per second...
Spent a few minutes just watching worlds unfold. There's something meditative about it.
Curious about the performance issues Meegul mentioned. These simulations can be surprisingly compute-intensive once you add physics interactions between many entities. Would love to see the code if you ever open-source it.
This is awesome. How do you integrate morphology into the simulation? Does morphology effect movement (via area friction or mass impact on momentum) or metabolism (via area/volume ratio)?
I actually got a lot of thoughtful feedback from Reddit after sharing this last week, and I’ve been iterating on it since. Figured it was worth sharing the updated version again.
It’s still very much an experiment. Best way to experience it is just to open it and watch a world unfold for a while.
Soup of Life is an artificial life simulation with moving agents that have genomes, energy, and heritable traits like size, morphology, and behavior. Organisms are born, feed, reproduce with mutation, and die in a continuous 2D world with different ecological zones that bias evolution in different directions.
Unlike Conway’s Game of Life, which is a deterministic cellular automaton on a fixed grid, this is an evolving ecosystem. You see predator–prey dynamics, trait trade-offs, niche specialization, boom–bust cycles, and extinction events. There is no explicit notion of species. Lineages and niches emerge naturally from reproduction and environmental pressure.
For most people it works best if you go in unprepared and just watch what happens.
As someone who, indeed, went in unprepared to just to see what happens, I was also left wanting in knowing what exactly I was looking at. It all just looked arbitrarily random to me.
As I've heard it said regarding art, part of the appreciation comes from knowing _how_ it was made (and why), not merely from what was made. We don't appreciate Warhol's soup cans because they're soup cans -- it's everything else about them that makes it art.
So, my recommendation is, make the narrator a default panel on the opening screen. Give folks a narrative description of the events occurring up front, and then invite them to explore the work from there.
I'd like more hover help to explain features, so i can read them while it runs. Next to 'Cognition' there is some help. I'd like that on all parameters.
And, would like to see results from multiple long term runs. Does it settle out in particular configurations over time?
And, need little more short description of what is going on, since it seems to cycle around different stability points and not really one life form take off.
Very interesting to watch, though I don't really have a great idea of what's going on most of the time. Performance seems to be fairly poor despite my system being pretty beefy (Ryzen 9 7950x3d). I see the performance monitor and notice that the render loop seems to fairly regularly exceed the latency for 60fps, despite this being a 'simple' task by modern standards. I'd give more helpful feedback as to why, but the minified code makes it hard to say.
Do you plan on monetizing this somehow? If not, open sourcing some, if not all, would be pretty cool, even if it weren't necessarily licensed in a way that others could 'take' it, if that's your concern. Nonetheless, a very cool project.
it runs slow for me too but also doesn't peak the CPU core
Looks very cool, so congrats, but I'm not that interested without a description of the genomes, etc.
A couple sprites might help better understand what is going on, and feel better emotional connection to these lives.
Neat simulation, but something seems up with the traits. I have ended up with two lineages with ridiculously high "Predate" scores - one with over 10^22 "percent".
Also, it's currently running at 1 tick per second...
Spent a few minutes just watching worlds unfold. There's something meditative about it.
Curious about the performance issues Meegul mentioned. These simulations can be surprisingly compute-intensive once you add physics interactions between many entities. Would love to see the code if you ever open-source it.
Nice work.
This is awesome. How do you integrate morphology into the simulation? Does morphology effect movement (via area friction or mass impact on momentum) or metabolism (via area/volume ratio)?
The ShowHN a few days ago, https://news.ycombinator.com/item?id=46613549
I actually got a lot of thoughtful feedback from Reddit after sharing this last week, and I’ve been iterating on it since. Figured it was worth sharing the updated version again.
It’s still very much an experiment. Best way to experience it is just to open it and watch a world unfold for a while.
Could you link the Reddit post? I’ve been interested in this kind of idea and how these systems work but never knew how to begin
It's cool. Curious what libraries you're building on, from a web front-end perspective, to make the UI and charts etc?
The website does not make it clear what is it about, is this a Conway's game of life implementation?
Creator here. It is not Conway’s Game of Life.
Soup of Life is an artificial life simulation with moving agents that have genomes, energy, and heritable traits like size, morphology, and behavior. Organisms are born, feed, reproduce with mutation, and die in a continuous 2D world with different ecological zones that bias evolution in different directions.
Unlike Conway’s Game of Life, which is a deterministic cellular automaton on a fixed grid, this is an evolving ecosystem. You see predator–prey dynamics, trait trade-offs, niche specialization, boom–bust cycles, and extinction events. There is no explicit notion of species. Lineages and niches emerge naturally from reproduction and environmental pressure.
For most people it works best if you go in unprepared and just watch what happens.
As someone who, indeed, went in unprepared to just to see what happens, I was also left wanting in knowing what exactly I was looking at. It all just looked arbitrarily random to me.
As I've heard it said regarding art, part of the appreciation comes from knowing _how_ it was made (and why), not merely from what was made. We don't appreciate Warhol's soup cans because they're soup cans -- it's everything else about them that makes it art.
So, my recommendation is, make the narrator a default panel on the opening screen. Give folks a narrative description of the events occurring up front, and then invite them to explore the work from there.
Hello bot.
Amazing! Thank you for sharing.
Really like what you are going for.
I'd like more hover help to explain features, so i can read them while it runs. Next to 'Cognition' there is some help. I'd like that on all parameters.
And, would like to see results from multiple long term runs. Does it settle out in particular configurations over time?
And, need little more short description of what is going on, since it seems to cycle around different stability points and not really one life form take off.