Organism state
Each organism owns position and velocity, heading, energy, age, generation, an eight-trait genome, stamina, alert state and short-lived feeding, capture and death timers.
Truuts experiment
A live artificial ecosystem where individual organisms inherit eight behavioral traits, make local decisions and evolve under changing resource and environmental pressure.
Neverending is a continuously running artificial ecosystem. Thirty-four creatures begin with different bodies and eight-trait behavioral genomes, then move through the same rectangular habitat looking for food, forming loose groups and reacting to nearby life.
Speed, metabolism, sociality, aggression, pigmentation, wander, cannibalism and perception vary between organisms. Together they shape how quickly a creature moves, how much energy it spends, what it notices and whether it explores alone, joins a cluster or adopts a predatory feeding strategy.
Every action has an energy cost. Movement consumes energy, sprinting consumes finite stamina and wider perception carries a small metabolic cost. A creature that gathers enough energy and survives long enough may reproduce; its child inherits all eight traits with small mutations. Environmental events keep changing which combinations survive long enough to spread.
There is no score, player character or ideal species. The interesting part is the changing balance between efficient foragers, social clusters, solitary lineages, resource scarcity, predation and sudden world events. Leave the page open and the population becomes its own history.
The simulation advances continuously while it is visible. Each creature makes local decisions from information available around it rather than from a global plan.
The ecosystem is an agent-based model with an authoritative world state. The renderer receives read-only snapshots; it does not decide outcomes.
Each organism owns position and velocity, heading, energy, age, generation, an eight-trait genome, stamina, alert state and short-lived feeding, capture and death timers.
On each update, an organism samples its local neighborhood and combines wandering, food or prey attraction, separation, social grouping, danger alerts and world forces into a steering direction. There is no population-wide action planner.
Movement and metabolism spend energy; food or prey restore it. Eligible organisms reproduce probabilistically, transferring part of their energy to a nearby child. All eight traits are copied with independently bounded variation, and death removes exhausted or over-age agents.
Clusters, feeding patterns and lineage shifts are consequences of repeated local interactions. Statistics are calculated from living organisms: the population genome is the arithmetic mean of each trait, generation is the highest surviving generation, and Live Mutation tracks the average trait changing most between samples.
The standalone world advances on a 33 ms server interval and publishes snapshots every 100 ms. Atomic disk snapshots preserve its history. The API deployment uses the same engine, catches elapsed time up in bounded steps, and coordinates persistent state with a short-lived lock.
The browser polls read-only state every 100 ms, rejects stale snapshots and interpolates entity positions on animation frames. Simulation timing therefore remains separate from display refresh and temporary network jitter.
The backend chooses the next event in advance and exposes its name and countdown above the genome panel. When the timer reaches zero, the selected event changes the shared world for every visitor. Selection is weighted: common environmental changes occur more often, while history-changing catastrophes remain rare.
Temporary vs permanent: temporary pressure ends when its timer expires. Permanent changes remain encoded in the shared snapshot and survive page reloads and deployments. “Permanent history” means the event itself ends immediately, but the population it removed or introduced is not restored.
Artificial life is the study of life-like processes created with computation. Instead of scripting every outcome, a simulation defines organisms, inheritance, resources and environmental rules, then observes the behavior that emerges.
No. This is an interactive conceptual simulation, not a scientifically calibrated population-genetics model. It demonstrates inheritance, mutation, selection pressure and emergence in an accessible visual system.
Successful creatures reproduce after reaching an energy and age threshold. Their descendants inherit eight bounded traits that influence movement, energy use, grouping, perception, feeding strategy and survival.
Traits do not prescribe a fixed script. They adjust costs, sensing ranges and steering tendencies used in each local decision. Small inherited differences can therefore accumulate into visibly different lineages over many generations.
Movement, feeding, social behavior, reproduction and weighted world events are probabilistic. The server stores one shared history, so small differences compound across generations and remain after visitors leave or the site is deployed again.