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AdventureCraft SimpleSim

Browser-based ecosystem simulation bootstrapping the core adventurecraft architecture.

Live Demo

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Open index.html in a browser. No build step, no dependencies.

Architecture

Multiscale region-graph simulation validating adventurecraft primitives:

  • Unified Nodes — every entity (plant group, animal herd) is a Node with id, template, count, region, rough position
  • Trait composition — behavior from composable traits (vitals, diet, agency, spatial), not class hierarchy
  • Region graph — terrain partitioned into ~20-40 contiguous regions with adjacency graph; groups live in regions, move between connected regions
  • Scale-agnostic rules — same rule applies whether count=1 or count=50; count scales interaction magnitudes
  • Compound statistics — one aggregate outcome per group interaction (expected value + variance), not N individual rolls
  • Rough position — groups have center + spread; detailed tile positions only generated on split
  • Merge/split on homogeneity — same-species groups in same region with similar traits merge; oversized groups split
  • Roles + reusable processes — reactive priority-sorted rules handle most behavior; multi-step processes (flee, findFood, huntPrey) invoked when needed
  • Initiative ordering — world rules run early; actor actions run late, ordered by speed

Species

Symbol Species Category Default Count Strength
Grass plant 20
Bush plant 12
Tree plant 5
Rabbit herbivore 10 1
Deer herbivore 8 2
Pig omnivore 6 2
Bear omnivore 3 6
Fox carnivore 5 3
Wolf carnivore 4 5

Groups shown as icon + count at region center with tinted spread tiles.

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