05 Oct 2017 09:12
(Sorry for long post, if a mod wants to put this in a spoiler to save space, feel free to do so, I dont know how) Hey, just throwing this out there. I understand the current problems associated with simulating life, the whole realism things seems to be lacking in almost every example. I have a suggestion to fix this; trees, not the literal trees but just a branching structure that could be used to simulate organic evolution in earthlike enviroments. Procedural realistic traits are dropped down the tree and is modified at each point, this tree also corresponds to geological distance from point of abiogenisis (allowed to loop back unto itself). This diversity is also modified by local traits. A planetary diversity that I have yet to see be executed properly. Worried about keeping track of everything? Have population waves of probability of t amount of time and based on population migration speed, and an array of individual identities only chosen from upon observation, this works for simulating cities of humans too without the need for tracking individuals. Sorry this is a long post and as I am not much of a programmer (I do more with the math) this my not work given limitations of space engine, possibly anyways.
To reality, through nothing, from un-everything.