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Gridworld v1.26

Hi Guys, I just updated Gridworld to v1.26 which contains a lot of changes, additions, optimizations and tweaks. Unfortunatelly, old saved files will no longer work. If you would like to continue a simulation in v1.25, please contact me. patch notes: version: v1.26 release date: 15-6-16 Additions/changes: - Made some changes to the workings of the stinger neuron in order to encourage the preference for creature to evolve armor neurons as they where barely used before. See the updated manual for more information. - The camera no longer switches to a new creature after the creature the camera is following dies. Instead I added the variable "switch when killed" to the microscope window. If checked, the camera automatically switches to a new creature when it dies. If unchecked, the camera stays on the spot the creature died at. - Random creatures can now be created with additional default neurons besides the random neurons. These additional neurons can be specified. - Poison can now placed from the world editor. - Made some changes to the workings of the DNA copier neuron. See the updated manual for an explanation. - Added new variable to control the maximum amount of output tags in genes. - Added new variable maximum amount of DNA. - Added new variables of camera target to view in the microscope window. - Biodiversity (amount of unique genotypes/DNA) is now also exported when exporting simulation results. - Biodiversity is now also shown in "settings simple" window. - Symbols can now be changed by clicking on them. - Removed variable "maximum rocks". - Re enabled the lamp neuron. It has been optimized a bit but still causes lag, therefore it is disabled by default. - Lights are now rendered by a symbol. - Added new neuron type DNA Cloner. - An anti poison neuron can now only protect agains one type of poison (red,green or blue). UI: - Fixed spelling and occasional wrong description from help texts. - Improved simulation results menu. - Moved "edit lighting" window from world editor to simulation settings. - Some of the settings in the world editor have been moved to the simulation settings menu. Optimizations: - UI performance has been optimized. - Rendering speed has been optimized. - Rendering size of rocks is now calculated dynamically. - Rendering size of lights is now calculated dynamically. - Added a new rendering variable called "dynamic buffer size". This variable increases the rendering speed but might cause out of memory issues when running multiple instances of Gridworld. The setting is enabled by default. Bugfixes: - Unmovable rocks can no longer gain/give any momentum from/to other objects - Fixed bug in which neurons where sometimes not mirrored when force symmetry variable was used. - DNA list now shows real values again. Default settings changes: - Decreased minimum possible mass of creature from 100 to 1. - Increased default jet power from 2.0 to 3.0. - Enabled neuron fire after task succes. - Increased maximum poison decay time from 255 to 30000. - Increased maximum pheromones decay time from 255 to 30000. - Increased the default value of maximum amount of neural connections to 64.


[ 2016-06-15 11:00:34 CET ] [ Original post ]


Gridworld v1.26

Hi Guys, I just updated Gridworld to v1.26 which contains a lot of changes, additions, optimizations and tweaks. Unfortunatelly, old saved files will no longer work. If you would like to continue a simulation in v1.25, please contact me. patch notes: version: v1.26 release date: 15-6-16 Additions/changes: - Made some changes to the workings of the stinger neuron in order to encourage the preference for creature to evolve armor neurons as they where barely used before. See the updated manual for more information. - The camera no longer switches to a new creature after the creature the camera is following dies. Instead I added the variable "switch when killed" to the microscope window. If checked, the camera automatically switches to a new creature when it dies. If unchecked, the camera stays on the spot the creature died at. - Random creatures can now be created with additional default neurons besides the random neurons. These additional neurons can be specified. - Poison can now placed from the world editor. - Made some changes to the workings of the DNA copier neuron. See the updated manual for an explanation. - Added new variable to control the maximum amount of output tags in genes. - Added new variable maximum amount of DNA. - Added new variables of camera target to view in the microscope window. - Biodiversity (amount of unique genotypes/DNA) is now also exported when exporting simulation results. - Biodiversity is now also shown in "settings simple" window. - Symbols can now be changed by clicking on them. - Removed variable "maximum rocks". - Re enabled the lamp neuron. It has been optimized a bit but still causes lag, therefore it is disabled by default. - Lights are now rendered by a symbol. - Added new neuron type DNA Cloner. - An anti poison neuron can now only protect agains one type of poison (red,green or blue). UI: - Fixed spelling and occasional wrong description from help texts. - Improved simulation results menu. - Moved "edit lighting" window from world editor to simulation settings. - Some of the settings in the world editor have been moved to the simulation settings menu. Optimizations: - UI performance has been optimized. - Rendering speed has been optimized. - Rendering size of rocks is now calculated dynamically. - Rendering size of lights is now calculated dynamically. - Added a new rendering variable called "dynamic buffer size". This variable increases the rendering speed but might cause out of memory issues when running multiple instances of Gridworld. The setting is enabled by default. Bugfixes: - Unmovable rocks can no longer gain/give any momentum from/to other objects - Fixed bug in which neurons where sometimes not mirrored when force symmetry variable was used. - DNA list now shows real values again. Default settings changes: - Decreased minimum possible mass of creature from 100 to 1. - Increased default jet power from 2.0 to 3.0. - Enabled neuron fire after task succes. - Increased maximum poison decay time from 255 to 30000. - Increased maximum pheromones decay time from 255 to 30000. - Increased the default value of maximum amount of neural connections to 64.


[ 2016-06-15 11:00:34 CET ] [ Original post ]



Gridworld
DopplerFrog
  • Developer

  • DopplerFrog
  • Publisher

  • 2015-12-24
  • Release

  • Simulation Singleplayer
  • Tags

  • Game News Posts 25  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (214 reviews)


  • Review Score

  • https://store.steampowered.com/app/396890 
  • Steam Store

  • The Game includes VR Support



    Gridworld Depot Linux [5.22 M]

  • Public Linux depots

  • What is Gridworld?

    Gridworld is an artificial life / evolution simulator in which abstract virtual creatures compete for food and struggle for survival. Conditions in this two-dimensional ecosystem are right for evolution to occur through natural selection.
    Creatures live short and replicate fast. Evolution can therefore be observed in hours or days instead of thousands of years.

    how does it work?

    Creatures in Gridworld are a simple and abstract versions of biological life. They can be recognized as colored blocks moving around the grid. Just like in nature,
    creatures have DNA, a digital code that describes the morphology of the creatures. in Gridworld, the dna describes the morphology of the neural network (brain) of the creature. In turn, the brain decides how the creature behaves during its life.
    When a piece of dna is copied when creatures reproduce, there is a small chance of mutation in the dna. This leads to diversity in the dna pool. Natural selection causes those creatures with the best adapted genes to have more offspring. This causes the best adapted genes to increase in numbers while the weaker genes are decreasing in numbers and are eventually rooted out.
    Through this process of natural selection, creatures become increasingly well adapted to their environment within each generation. And thus, evolution occurs.

    How to use it?

    The cool thing about evolution is that it is an autonomous process that requires no guiding hand.
    You can simply start a simulation and take your hands of completely. When you come back to check after a day or two, you will find a thriving eco system of virtual creatures. You can do more than just simply observing though. Gridworld's simulations are highly customizable. The user interface allows you to tweak any simulation parameter or change the environment as you like.
    This way you can set up your own experiments and watch as your creatures adapt to the world and conditions that you provide for them.

    what is the goal?

    Gridworld is not a game but an evolution simulator.
    There is no real goal in Gridworld other than playing, learning, observing and experimenting.
    The role of the user is mainly passively observing the process of evolution as it unfolds in the simulation.
    MINIMAL SETUP
    • OS: 64-bit Ubuntu or equivalent
    • Processor: 2.0 Ghz Quad Core CPUMemory: 8 GB RAMStorage: 200 MB available spaceAdditional Notes: Java has to be installed separately
    • Memory: 8 GB RAMStorage: 200 MB available spaceAdditional Notes: Java has to be installed separately
    • Storage: 200 MB available spaceAdditional Notes: Java has to be installed separately
    RECOMMENDED SETUP
    • OS: 64-bit Ubuntu or equivalent
    • Processor: 2.0 Ghz Quad Core CPUMemory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Java has to be installed separately
    • Memory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Java has to be installed separately
    • Storage: 500 MB available spaceAdditional Notes: Java has to be installed separately
    GAMEBILLET

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