The Bibites by The Bibites
Published by Reblogs - Credits in Posts,
A downloadable project for Windows, macOS, and Linux
Welcome everyone!
This is The Bibites
A simulation where you are able to watch evolution happen before your very eyes!
Each bibite (the small critters you see on the screen) starts off with an empty brain (they do nothing) and pretty basic genes (they all look alike).
Through random mutations, one can be spawned with a brain connection that will link two neurons and might trigger a behavior, like going forward, which will allow them to eat food, and then reproduce with the energy gained.
You have reproduction, mutations, and natural selection, which leads to ...
With time, this develops into complex behaviors, like following pheromone trails to hunt other bibites, or stockpiling food in a specific area of the map.
Present Features
- Vision
- Procedural Sprites (generating a custom sprite for each bibite from their genes)
- Self-awareness (state, health, energy, etc.)
- Pheromones (producing and sensing)
- Grabbing and Throwing stuff (pellets and other bibites)
- Materials and Digestion Simulation
- Realistic Energy System
The simulation is also interactive, allowing you to YEET bibites and pellets around. You can selectively kill bibites, feed them, force the laying of eggs, and so much more.
It's also highly customizable, allowing you to test a nearly infinite number of scenarios. How will they evolve if there is no drag (no friction)? What about if moving is extremely energy-costly?
It's your job to test it all, I sure can't do it by myself.
I'LL STATE CLEARLY THAT THIS IS THE REGULAR VERSION. I TRIED TO DISABLE "name your own price" AND SET IT TO 0.00$ BUT IT DON'T SEEM TO WORK...
I ENCOURAGE YOU TO DOWNLOAD THIS FOR FREE, ONLY PAY SOMETHING IF YOU WANT TO THROW MONEY AT ME FOR NO OTHER REASON THAN TO SUPPORT THIS PROJECT.
The best way to do so is to subscribe to my Patreon to provide me with reliable support and have access to the alpha updates as I develop them:
Become a Patron to get alpha updates!
Follow the development and see additional content on Youtube
Follow me on Twitter to see... whatever I do there
LINUX USERS:
There seems to be an issue with some Linux users. If the game displays issues, add the "-force-vulkan" command line parameter when launching the game.
Mac USERS:
Apple needs you to run any app from the Application folder. So make sure that's where you extract the .app folder.
Upcoming features
- Module-based systems for unbounded evolution and incredible performances
- Biomes (environmental simulation)
- Evolving ecosystems (the plants/food evolves too)
- Rocks (Movable objects)
- And much more!
After trying it out, please give me some feedback
Download
Click download now to get access to the following files:
Development log
- The Bibites 0.5.0: Modernity and Progress56 days ago
- The Bibites v0.4.2: Balance and stabilityJun 19, 2022
- The Bibites v0.4.1Mar 28, 2022
- The Bibites 0.3.0 : Artificial Life With Herding and VirusesJun 25, 2021
- It's official, this is launch ! Full-time on The BibitesMay 20, 2021
- Roadmap for the future of the project Ep.3 Procedural Sprites!Jan 24, 2021
- Roadmap for the future of the project Ep.2 Modules!Jan 11, 2021
- Roadmap of the future of the Project Ep.1Dec 28, 2020
Comments
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This is so interesting!
I keep invertibrates and this here scratches the same itch (oh look! It layed an egg! Oh look! It produces pheromones now!). It was very interesting watching those critters live and evolve.
I ran my simulation for about 8 hours and got 2 kinds of pheromone producing bibites and some where about to evolve more complicated behavior. Sadly I encountered a bug and now I am not able to see the stats of individual bibites anymore. The windows in the left upper corner just dont open anymore.
I tried closing and opening up the program as well as shutting down my pc, but it did not help. If I start a new simulation, everything works fine. Just the 8 hours simulation is now lost for me.
This is a shame, it was just starting to get realy interesting.
Talking about this, I am no programmer and dont know if this would be even possible without overburdening the system with data, but I am missing some more tools for showing and processing data.
I had some steep population drops in my first simulation and it would have been so intersting to know what caused it.
As I am running the simulation on the side, I was not able to pinpoint what caused it. A graph, showing me my population over time and a tool to look up which kinds of bibites had been present at any given point would have been awesome, but I guess this would be data overload as time and population progresses.
It feels like I am just missing interesting changes, as you would with running an experiment with real creatures, but because this is a simulation, having data you cant keep and process and that is just lost is a shame.
Anyway, this is such an interesting piece of software, I am so impressed and facinated.
I will show this a friend of mine, should be right up his alley. :)
for your own sake, ask your parents to get you an actual computer. not an apple product. a cheap windows laptop would be fine. kids are just not getting the same tech awareness that my generation was any more because of these tablets n shiz. you're gonna need to know how file directories and such work.
Stuck on a dark blue screen immediately after running the executable, nothing seems to change even if I let it sit there for a while.
OS: distro is ArchLinux running on kernell v5.18.15
GPU: Nvidia GeForce 1060s ; driver version 515.57
CPU: Intel i5-9400F
Game version in question: The Bibites 0.4.2
The game/sim looks quite interesting from what I've seen and read of it, well done!
some of my bibites evolved to "herd" with individual prey, chasing it to eat its meat once it dies. I kind of think that the herding node is too advanced and powerful (it seems to completely overpower things like "pellet concentration angle"), it could have an internal neural network which can also evolve and change, or a better option would be to make it an input node like pellet concentration angle which would simply cause the bibite to accelerate towards its herd (but only when moving slower) if connected to the accelerate node, or turn towards its herd, if connected to the rotate node, this option could also come with making all input/output nodes also being able to be modifier nodes, allowing for strands like ""pellet concentration angle"-"herding"-"rotate"" which would cause the bibite to turn towards pellets by a value altered by how close/far said pellet is from the herd
Here's my idea to make bibites able to be just a bit better: memory, for example, if they see a pellet somewhere but pass by it (and no longer see it). They could, with this adaptation, remember where it is anyway, acting as though they can see it even if it's out of view. A memorized thing would no longer need to be sensed to trigger something like "pellet concentration angle". This would all work through a "commit to memory" node, which would save the bibites location, direction, and everything it senses to a single memory slot, a "bite" if you will, but it would not need any extra nodes to call this info, instead, it would be called by the normal sensing nodes if nothing else is found. there would be a "memory" stat, which by default would be 0, and would control the number of "bites" a bibite can remember, and once a bibite fills its memory older memories are deleted. There could also be a node that would update/replace a memory slot, and another that would delete a memory slot. This memory system would save many splendid bibites from a lonely fate in the void.
I have a glitch with the latest windows version where no matter how much energy my bibites are getting they have a minimum energy loss. If they end up deep in the negative of energy consumption they still lose energy faster, but there seems to be a point (around 0.1 e/s) where it just doesnt lose less or gain any and all my bibites just die