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boredvoid

@boredvoid

Joined June 3rd, 2026

  • 26Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
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Reposted by @boredvoid

7h 48m 15s logged

another big update this time, i noticed i was getting kinda lazy with the amount of devlogs per hours i promise ill do better :8bit-ghost: 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 :hm: ) 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 :bye:

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7h 48m 15s logged

another big update this time, i noticed i was getting kinda lazy with the amount of devlogs per hours i promise ill do better :8bit-ghost: 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 :hm: ) 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 :bye:

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253
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Reposted by @boredvoid

6h 6m 41s logged

another big one this time :60fps_parrot: 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). :bye:

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6h 6m 41s logged

another big one this time :60fps_parrot: 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). :bye:

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Reposted by @boredvoid

5h 58m 4s logged

Hello everybody, i was away for a week in kopenhagen (great place they got a bunch of cool animal museums as well and a trex head replica 1 to 1) but have finally returned. Now 1 of the 5h was spent on various bug fixes that i do not remember :aaaaa-disintegrates: 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 :hm:

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5h 58m 4s logged

Hello everybody, i was away for a week in kopenhagen (great place they got a bunch of cool animal museums as well and a trex head replica 1 to 1) but have finally returned. Now 1 of the 5h was spent on various bug fixes that i do not remember :aaaaa-disintegrates: 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 :hm:

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Reposted by @boredvoid

4h 6m 57s logged

A lot of changes in this one:

  1. Growth modifiers for regions like head, neck, abdomen, … give more granular simulation control over animals
  2. some new features like frills and scales
  3. new textures for various skin types like fur, feathers, scales, …
  4. me fighting with huge necks (see image :nooo: )
    next up i am gonna organs which im planning to make very universal using parametric 3d models
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4h 6m 57s logged

A lot of changes in this one:

  1. Growth modifiers for regions like head, neck, abdomen, … give more granular simulation control over animals
  2. some new features like frills and scales
  3. new textures for various skin types like fur, feathers, scales, …
  4. me fighting with huge necks (see image :nooo: )
    next up i am gonna organs which im planning to make very universal using parametric 3d models
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Reposted by @boredvoid

3h 36m logged

I’ve been hard at work over the last few hours and made (a lot of) modifications: first i struggled with winding order for a solid hour before i just decided that i am not gonna win that fight (now i just don’t cull creature backfaces :earthquaky-eyes: ), 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 (@august pointed those out :thumbs-up: ), last but not least i added features like little spikes and scales. Also can we talk about how cute the starfish looks, its my favourite part about this project so far. all the creatures below are created with dna structures eg: (i’ll put the code here once i figured out how to format it nicely lmao) and animated proceduraly… (ignore the ape i made it a lil too fat :uuh: )

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3h 36m logged

I’ve been hard at work over the last few hours and made (a lot of) modifications: first i struggled with winding order for a solid hour before i just decided that i am not gonna win that fight (now i just don’t cull creature backfaces :earthquaky-eyes: ), 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 (@august pointed those out :thumbs-up: ), last but not least i added features like little spikes and scales. Also can we talk about how cute the starfish looks, its my favourite part about this project so far. all the creatures below are created with dna structures eg: (i’ll put the code here once i figured out how to format it nicely lmao) and animated proceduraly… (ignore the ape i made it a lil too fat :uuh: )

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Reposted by @boredvoid

2h 0m logged

This one took quite a while but i finally got some meat on the bones: triangle winding order is a pain in the but soooo i’m just rendering front and back faces now :angy: , 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 :pensive-wobble: . Put ur favorite creature in the comments (as well as any feedback ofc xd)

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2h 0m logged

This one took quite a while but i finally got some meat on the bones: triangle winding order is a pain in the but soooo i’m just rendering front and back faces now :angy: , 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 :pensive-wobble: . Put ur favorite creature in the comments (as well as any feedback ofc xd)

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Reposted by @boredvoid

1h 16m logged

Work on IK is now nearly complete (for now :im_fucking_sobbing: ), 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)

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1h 16m logged

Work on IK is now nearly complete (for now :im_fucking_sobbing: ), 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)

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50m logged

I’ve improved the IK through changes to: billateral limb distance (so
far there was nothing in between for example 2 legs), timing
adjustments, joint rotating planes, computed target body height and body
center of mass, … Next up is animating limbs that aren’t legs! any
feedback?put it in the comments (pretty please)

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1h 18m logged

FINALLLY starting work on Evolution with the first subject being animals. So far i’ve set up a DNA Structure that works in a bone like fashion with symmetry options. on the simulation layer these bone and thus resulting body shape will be represented like Position. Velocity, Mass,CenterOfMass,BoundingRadius, Height and prolly more that i didnt think of yet. As you may be able i’ve also tried my luck with IK with the FABRIK solver but so far yeaaaaaaaaaaaaah….

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1h 4m logged

I’ve been working on an option to switch the layer to underwater since that is just as important as above water for us to see. Did quite a lot of work on the shader so now the above water terrain gets cut at sea level and its dirt color gets dithered into a fullscreen underwater shader with caustics and godrays, it definetly still needs imrpovement but its good enough for now

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1h 6m logged

This one is more of a cleanup where i finished some boring stuff so nothing that cool to showoff but i attached some screenshots. Also built the newest version of the game for all platforms (and web) and updated itch page. Feel free to give it a visit under https://boredvoidater.itch.io/evolve (:

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58m logged

Aaaaaaaand another one about culling, this time the goal was to remove the particles from the river because, well, it looks bad. This took quite some time to solve but in the end i just calculate some spheres with diameter of river width and get rid of all particles in it

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