Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Evolution Simulation

A beautiful and performant evolution simulation written in Rust with WebGPU-accelerated graphics and WebAssembly, running entirely in the browser.

Live:evo.tre.systems — needs a WebGPU-capable browser (Chrome / Edge / Brave 113+). It runs a single curated, deterministic world: thousands of gene-carrying creatures evolving, speciating, and hunting in real time.

Evolution Simulation Screenshot

Controls

  • Click the canvas to drop a patch of food at the cursor (creatures swarm and graze it down); drag to pan, scroll to zoom, F to frame the swarm, R to reset, H to toggle the control panel (Esc hides it).
  • The ⚙ panel tunes the ecosystem (food, breeding, mortality, predators, metabolism), the Food field (how fast patches regrow, how fast they are grazed down, and the floor grazing leaves behind), motion & physics, and Visuals — Glow, Trails, Size, Brightness (instant, cosmetic) plus a Colour lens to recolour the swarm by speed / health / behaviour. Reset / Cull / Bloom act immediately.
  • Sound is on by default (it begins on your first interaction, which browsers require) — a fully-synthesised soundscape driven by the live simulation: the chord is the on-screen palette, brightness tracks the swarm's health, the body tracks its size, and dropping food chimes a note pitched and panned to where you clicked. Toggle with M or the ♪ button; volume with ↑ / ↓.

Quick Start

Prerequisites

  1. Rust Nightly: rustup toolchain install nightly-2026-05-01
  2. WASM Target: rustup target add wasm32-unknown-unknown
  3. Node.js & npm: Install Node.js
  4. WebGPU-capable browser: Chromium-based (Chrome / Edge / Brave) 113+

Installation

# Install dependencies and set up environment
npm run setup

Running

npm run dev
# Then open http://localhost:8788

Deployment

Deploy to Cloudflare Pages:

npm run deploy

For detailed instructions, see docs/DEPLOYMENT.md.

Development

Project Structure

See the repo layout and code map — kept in one place so they can't drift.

Key Commands

CommandDescription
npm run devStart local dev server
npm run buildCompile to WASM
npm run deployBuild and deploy to Cloudflare Pages
cargo testRun Rust tests
cargo clippyRun linter

Documentation

  • Architecture — how the code is organized and how a frame is produced
  • Diagrams — Graphviz architecture diagrams (system overview, simulation tick)
  • Simulation System — genes, movement styles, predation, and statistics
  • Deployment — Cloudflare Pages and the SharedArrayBuffer header requirement
  • Backlog — ordered next work and known constraints
  • Agent Notes — workflow, verification, and architecture rules for agents

License

MIT License.

About

Browser artificial-life: thousands of gene-carrying creatures evolve by natural selection — speciating into distinct colours and body plans, hunting, and riding boom/bust cycles. Rust → multithreaded WASM, rendered with WebGPU.

Topics

Resources

Stars

1 star

Watchers

0 watching

Forks

Used by

Contributors

Languages