another big update this time, i noticed i was getting kinda lazy with the amount of devlogs per hours i promise ill do better
first
up is hormones: Adrenaline, Fear, and Aggression that the brain can hook up to. unlike
normal math nodes that instantly flip on and off, these hormones smooth
out over time so it is kinda like the memory nodes but
they actually force the creature regardless of brain architecture to do specific stuff like turn away from everything, run faster, …
second part: plants cus else creatures are all just carnivores. PlantDNA controls: branching depth, how many branches per node, Phototropism
(fancy word for growing towards the light
) vs Gravitropism (gravity
pulling branches down). meshes only get redone if there is substantial growth and ye, thas it
do yall think of the chemical brain stuff? any ideas for other hormones
or plant types i should add? let me know in the comments 
added blinking eyes, moving mouths, eye movement just for some nice touch and then decided it’s finally time to give da animals a little bit of a brain. The system i decided on for now is a simple “neuronal network” kind of thing. I got a bunch of nodes like: sensor for vision/smell/time, math add/multiply/min/max/relu/…, memory basically just decaying values over time, actuators Move/Turn/Bite/Flee. these modules can then be linked up kinda like unity shader graph (thats why my ui look like dat lmao) the nodes are then connected via neurons that store a weight (which will later be adjusted via, who guessed it, Evolution). Addition of all the math nodes adds some complexity that i am quite a fan of. To recreate an idling cycle for example one could use a sin wave and time, … Anyways that’s all for now next up is probably instincts/hormones or sum else didnt decide yet. Any thoughts as always in the comments. Oh ye i also fixed webgl rendering via adressables (loading resources).
the others were spent on adding survivability stats. Up until know we only had weight, energy requirements and speed but now there is also attractiveness (eg a vibrant colored flower would have high atractiveness) and warning (also based on colors though also adapts per enviroment to fit in camoflauging into the same stat). then i added modular organs (eyes with different pupils, mouths with sharp teeth, no teeth or round teeth), snouts out of the same mouth shape, ears, … i also did some experiments with eyelid shapes but just landed on texturing a simple sphere since the 3d eyelids look like too much in my opinion (top left corner in devlog) what do you think
)
), then i implemented muscles and fat which change weight and volume of limbs and as you might be able to see colors and textures for the skin, next up i also did some IK improvements (
)
, even more annoying is getting it to not twist with every single movement (still not fully working), still working on how the dna could sensibly define head shape since rn everything looks like megamind, UVs are next to tackle OH GOD PLEASE SAVE ME
. Put ur favorite creature in the comments (as well as any feedback ofc xd)
), now we move onto bigger any better things: putting meat n skin on the bones but first of all here’s some movies of stuff moving (the spider one is fixed dw)