Browser-based ecosystem simulation bootstrapping the core adventurecraft architecture.
Open index.html in a browser. No build step, no dependencies.
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
| 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.