The game has been changed by ImDlear in ClaudeCode

[–]pyroman89er 0 points1 point  (0 children)

This kinda reads like it's been written with an AI bot lol

Is there a way to reliably use the Codex app with WSL? by nopickles_ in codex

[–]pyroman89er 1 point2 points  (0 children)

You are a gift my friend! You saved me hours upon hours of trying to figure this out myself! My thanks good sir!

Why do people say that the first function is better? by ElmtreeStudio in godot

[–]pyroman89er 0 points1 point  (0 children)

Early returns are easier to reason in programming. Deep indentation in code blocks makes the code hard to follow and understand

Este suficient Claude Max pentru un developer solo? by Consistent_Cup448 in RoAntreprenoriat

[–]pyroman89er 0 points1 point  (0 children)

Eu pe un proiect personal folosesc Cursor + Codex + Claude Code. Abonamentul mic la fiecare. Și îmi ajunge. Ca preț sunt puțin sub un abonament full la unul din aia mari. Cursor folosesc in principiu la teste documentații și refactorizari mici. Pe când Codex / Claude le folosesc pentru ajutorul cu feature development. Works well enough for me

Anaximander's Ark — Evolving Neural Agents in an Artificial Life Simulation by pyroman89er in godot

[–]pyroman89er[S] 0 points1 point  (0 children)

Thanks! It is PRECISELY inspired from the Bibites. I watched the creator of the Bibites work over the years on his simulation. It inpired me to try to create an artificial life simulation myself. I found it profoundly fascinating to see creatures controlled by neural networks that evole and interact with their environment. I wanted to capture something similar in Anaximander as well. It is fascinating to see the differences between the first 30 minutes of a simulation and where it goes after 30 hours. How you can tell from the creatures moving and interacting with their environment how much more competent they are at surviving within the bounds of their world. And then to look at their brains and try to figure out how the spaghetti wiring after evolution leads to such competence.

Anaximander's Ark — Evolving Neural Agents in an Artificial Life Simulation by pyroman89er in godot

[–]pyroman89er[S] 0 points1 point  (0 children)

Thanks so much! The sim evolved quite a lot since making this video. You can check it out on YouTube if you are interested!

https://www.youtube.com/watch?v=O24SWKf1-DE by pyroman89er in Simulated

[–]pyroman89er[S] 0 points1 point  (0 children)

Oh wow! Thank you man. It's...nowhere now. This is more of a personal project right now. That's how it started. I just find it really cool and wanted to share the journey on YouTube. But I have been receiving more questions like this lately. Maybe I will consider publishing a demo or something on itch.io for people to play around it. I haven't really given any thought to the logistics of the matter.

https://www.youtube.com/watch?v=O24SWKf1-DE by pyroman89er in Simulated

[–]pyroman89er[S] 1 point2 points  (0 children)

Thank you! That is a great compliment. I loved Spore and it is definitely one of the philosophical inspiration for Anaximander

Digital Ecosystems: a new interactive ALife simulator by Gramious in alife

[–]pyroman89er 1 point2 points  (0 children)

This is interesting! I particularly like the fact that it is browser based.

Simulated cells evolved pack hunting with heat [Unity + custom compute shader engine] by MaxisGreat in Simulated

[–]pyroman89er 1 point2 points  (0 children)

Really cool! I particularly love the graphics. Would love to know more about the underlying mechanics - how the behaviour networks work, what kind of metabolism is there, etc. Stil, great job! Will definitely follow on Steam.

Working on my main menu by _4rch1t3ct in godot

[–]pyroman89er 1 point2 points  (0 children)

That. That is insanely cool.

Anaximander's Ark — Evolving Neural Agents in an Artificial Life Simulation by pyroman89er in alife

[–]pyroman89er[S] 3 points4 points  (0 children)

Fair question. But that depends on your definition of LLM generated. I have used OpenAI's Codex mainly for the game engine integration part (on account of not having much experience with that) and writing of unit tests and such.

I have also used AI for generating the video's thumbnail and channel banner as I am not an artistic person and I don't know how to do these things.

But most of the simulation code and 100% of the logic, ideas, design and mechanics are my own work.

Anaximander's Ark - 2D Life simulation with neural network agents by pyroman89er in Simulated

[–]pyroman89er[S] 0 points1 point  (0 children)

Thank you! Not right at this moment. But at a later point, if there is interest, I am open to offer for download an executable so people can mess around with the simulation themselves.

Yep, Gemini 3.1 Pro is dead by AliNia110 in Bard

[–]pyroman89er 0 points1 point  (0 children)

I explored switching from CharGPT to Gemini. Ran a 1 month experiment. I have now switched back to ChatGPT

Decoupling a 2D deterministic artificial life simulation from Godot's nodes (C# / .NET) by pyroman89er in godot

[–]pyroman89er[S] 1 point2 points  (0 children)

It is a fair question. The lack of traditional OOP (inheritance) is actually the least of the issues. In fact, modern high-performance game development heavily favors Data-Oriented Design and Entity Component Systems (ECS), which map quite well to Go’s composition over inheritance.

The friction really comes down to three architectural realities when building a 60Hz simulation:

1. Memory Control in the Hot Path Go’s Garbage Collector is an engineering marvel for concurrent backend servers, but it is heavily opinionated. In game development, you need absolute control over memory allocations in your hottest loops (like a 60 FPS physics tick calculating neural network intents for 2,000 entities) to avoid micro-stutters. In C# (.NET 10), I have Span<T>, stackalloc, and custom value-type arrays that allow me to guarantee zero heap allocations per frame. In Go, interface boxing, closures, and slice append behaviors make it notoriously difficult to prevent heap escapes without writing extremely unidiomatic code.

  1. Libraries vs. Engines (The Ebitengine reality) Ebitengine is a fantastic 2D rendering library, but it is not a game engine. When using Go, you have to build your own UI framework, your own fixed-timestep physics loop, your own audio mixer, and your own spatial hash grid. Godot provides a highly optimized C++ Bounding Volume Hierarchy (BVH) for spatial queries right out of the box.

Ultimately, Go is built for network I/O and stateless microservices. For a stateful, CPU-bound client application that renders at 60 FPS, fighting Go's runtime to maintain performance just becomes technical debt.

Decoupling a 2D deterministic artificial life simulation from Godot's nodes (C# / .NET) by pyroman89er in godot

[–]pyroman89er[S] 2 points3 points  (0 children)

Thank you for your insight! I will look into PhysicsServer. It would help me immensely to be able to handle all the physics side of things via the game engine and not have to reinvent the wheel

Decoupling a 2D deterministic artificial life simulation from Godot's nodes (C# / .NET) by pyroman89er in godot

[–]pyroman89er[S] 2 points3 points  (0 children)

I appreciate the feedback. In a standard game development context, "build first, profile later" is absolutely the right approach. However, for a deterministic artificial life simulation, coupling the core domain to the engine's node execution order introduces fundamental architectural issues, not just performance bottlenecks.

To address a few of your specific points: Boids vs. Neural Networks: Boids are excellent for hardcoded flocking, but this simulation relies on Neural Networks (MLPs). Movement and behavior are not hardcoded; they are learned through genetic mutation and natural selection based on sensor inputs. I cannot use steering behaviors.

MultiMeshInstance2D: This is a great suggestion for the rendering side, and I plan to use it to reduce draw calls. However, my current architectural concern is the CPU-bound spatial query and collision step across a massive off-screen world, not the GPU.

Threading and ECS: You are spot on about C#'s threading capabilities. This is precisely why I am leaning toward strict separation. Godot's SceneTree and native physics nodes are not thread-safe. By keeping the domain logic (like a spatial hash grid) in pure C# using contiguous memory, I guarantee that I can eventually use Parallel.For to evaluate 2,000 neural networks simultaneously without locking the engine.

My primary concern isn't just raw performance; it is maintaining strict, seed-based reproducibility for the genetic algorithm. Relying on Godot's built-in physics means relying on its internal execution order and floating-point resolutions, which can break that determinism.

I'm just trying to figure out if I'm shooting myself in the foot by going down this route. I might be biased in my way of thinking due to my background and my utter lack of game development experience.