This video is a short presentation of the first beta version of the Ants Simulation Editor. It is possible to download it for windows here github.com/johnBuffer/AntSimu...
From my humble point of view your ideas how to enjoy the goodness of programming (here especially wonderful C++) are brilliant. Great channel and promotion of perfectionism. Consistent programming. I do believe all the subscribers enjoy watching your great performance and analyze the code. Keep fingers for your goals. Have nice day.
I think it would be amazing if you could code so that The ants could dig through weaker materials or move light obstacles around or even cross bridges or float across water like real ants do
@@pipecleanermaster While surface movement is relatively simple to simulate, nest construction has proven to be rather... uncommon? I don't know how difficult it would be, but from what few examples there have been, none have done all that great of a job. There would have to be several dozen behaviors as well as many unique signals in order to construct anything like how a nest is formed. That being said, breakable walls would be interesting for delayed rooms, such as the one at 4:00
You are making thoughts into an art form which translates into meaning perfectly, through digitally described animation like this. I am so impressed at how guddamn good these all are, and the AI simulations. This stuff is absolutely incredible coming from a single person with no large team or budget. So cool!
Hello just wanted you to know that I love your work and you're very talented! I love how far you've gone with this ants project and I see even more possible growth! Keep up the good work!
I absolutely love all the work that you do on this channel. This is yet another example of astoundingly great content. You maintain a high quality level throughout your videos and we all appreciate the effort. I was curious about 3 possible additional scenarios that could be added to the ant colony simulations: 1) Moving of a colony. This could be with regards to multiple scenarios such as : too far away from a large source of food, too close to a competing colony. 2) Creation of a new colony. In situations where the popoluation density of a colony is extremely high it would be beneficial if the colony created some kind of secondary location to help save on resources. 3) Merging of colonies. When there are two colonies that are in close proximity to each other for a large period of time maybe they start reproducing to create a colony that is hostile to neither. These are just some ideas. I hope you like them. Have a nice day.
The fighting ants are weird to me, have yet to look at the code for his new version, but in the last version it looked like they were produced parallel to the normal ant stream, which since, as far as I could tell, actively harvesting colonies are typically just deleting a bunch of the incoming food normally, just means a colony producing fighters is just getting to use more of it's resources, meaning once you 'saturate' your colony's food reserves it is optimal to be producing fighters, which in my runs was often triggered asymmetrically by one lost ant giving one side a massive headstart on fighter production. My minimal coding experience led me to removing fighter production altogether and having the basic ants not seek to start fights but be able to initiate battle if they happen to cross paths with an opposing ant and seek to pile on to aid allied ants they 'see' are fighting. I also made colonies able to hold basically infinite food cause I disliked the waste, would rather have had them chill around the colony till there was space or something, but didn't know how. Also wanted to add some sort of disengage, but couldn't make heads or tails of the marker system to even begin to implement that. Any plans to resolve small (one to two tile) gaps slaughtering ants? even something as simple as 'drop food and teleport to home colony' instead of die, or perhaps a 'warn away'/'danger' marker (perhaps with with walls/floor that either kill or have a chance to kill on contact)
Found this through curious archive and my daughter played it all evening, barely even stopping to eat pizza -- every 9 year old's favourite food. 10/10 stars, daughter's new favourite
this is very good! thank you for this code and amazing editor that's easy to use! my suggestions/ideas are a wall that is demolishable, so that wandering ants that run into it will remove a pixel of wall, food that only certain colonies want, and the ability to speed the simulations up to 10x speed in the editor for convenience. thank you!
This is so close to an Ant RTS game I would like to see. Add the ability to control some features of the Ants like the distance they move from the colony, give them general directions to move in, building basic structures (storage room, queen room, larvae room, barricades) and other simple orders. Give orders to dig terrain (works similarly to the food collection) or even move terrain, have some neutral enemies spawn and roam about to fight and turn into food (risk/reward), add some potential modifiers such as rain, temperature, soil differences etc and you are set. If that all doesnt break the coding go nuts. The Ant kingdom already has a ludicrous variety and adding the capabilities of the insect kingdom you can let players (d)evolve their Ants. Bigger Ants carry more and are tougher, but consume more food, have longer gestation/growth times and have lower larvae generation. Add special castes you can evolve some % of your larvae into like weaver Ant casts to build more intricate structures, steal the ability of the bombardier beatle to shoot corrosive stuff, differentiate between Ants that only bite, Ants that squirt poisons on wounds and Ants with stingers. Add upgrades to consume more food types, farm some insects and plant matter etc. I know its a weird long shot, but Ants are incredibly suitable for RTS's.
i just found your channel and I LOVE IT!!! i love finding small projects like this and messing around with it!!! not really a programer my self but still find it very interesting!! a few recommendations? maybe give ants the ability to dig/build? as that is what they are really known for? like each peace of first has to be moved out of the nest and the larger the nest gets the more that need to be moved? giving an ant hill or termite tower affect? just think that would be cool lol!! keep up the work it looks amazing!!!!
Pure entertainment channel! Just like primitive technology. Every video is delicious eyecandy. And so inspirational for beginner programmers like me. Thanks for hight quality content!
just a thought of mine: how abaut a walltype which the ants can "eat" through. could bring in some food but not as much as an actual foodsource. they can eat away that section of wall and find an alternative route or something like that....
i think that will make possible to make ants that make their own nests instead of filling up space. possibly with materials with varying 'hardness' that makes ants chew threw soft soil first if they can but able to go through harder soil slowly if needed. The nest can then be simply an opening hole, like a portal between aboveground and underground
I might use this as a screensaver, if I could set it to plop random new food sources at a certain level of depletion. The evolution of the density view is lovely.
Everytime i watch your ant simulation videos i feel i need to start diving in to C++ What program should i use? (tutorials i can ofcourse find on the tube here) Man this is awesome!
Some ideas Poisoned food + Healer Ant + Poisoned Food Mark: Basically, the poisoned food damages the ant that has held poisoned food (and it can start some sort of plauge) and thats where the healer comes in. Healers are small and don't forage for food, they follow Poisoned food marks and they heal the ants going there, sooner in the simulation they can destroy that certaint poisoned food Sister colonies + Rebellions: Sister colonies are set up by some ants, rebellions happen when the Sister colony has no more loyalty to that colony Water: Water slows and kills ants, to prevent this, the colony must have... Builder ants + Dirt: They build bridges with dirt and prevents death of familiy members Take Control (Colony): This system makes you take control of a colony, you can click the colony to produce a worker, soldier, healer or builder. You can also draw paths! Take Control (Ant): This system makes you in control of an ant, you can plant "to home", "to food", "no more food", "to enemy" and "to poisoned food" marks, to move the ant you must click on an empty space and the ant will follow the place you clicked Other bugs: They can range from the mighty praying mantis to the cute and peaceful aphids or the hideous cockroach. Oh and did I mention aphids? Aphid farms: Soldiers can find these aphids and colonize them (like great britian) and tax- I mean get honey dew feom the aphids! Cat: An easter egg only found by drawing a cat shaped trail in take control (colony) once all of that is done, the boss fight begins Snail: no information
In nature I have observed that sometimes there are two ant hills very close to each other and they don't seem to fight each other, so maybe the ants can actually establish a truce if there's enough resources for both.
That's the funny thing. Ants use it to solve all their problems, but humans haven't figured any use for it yet (better than our other tools, which are many).
It would be cool if for the next release there could be more options for colonies where you can set the max number and how many ants the colony spawns with also some more materials like mayeby different animals and ants would run or fight them? Or add a option for a queen ant where she can make her own colony and ants could make walls slowly
i have a question where does the info is getting stored , like this is a pheromone , how much time has it spent ( for evaporation count ) and all other info is stored in the ants or you have divided whole screen into a grid , and now every box in the grid or pixel in the grid is storing the info ?'
Amazing video! I was just hoping someone could explain to me why when a more efficient path is found to the same pile of food, why does the old path start to disappear? why don't both paths thrive?
This series was great nicely done!!! A lot of the music in them is slightly insanity inducing but at least can mute the videos and put something else on 😂
A glitch I've noticed is that the ants that are fight dont count completly as ant (like in the density setting if you turn off draw ants the the frontlines I like building dont appear. Also when you move colonies the fighting ants dont get tped back)
Great job, congratulations. I like to watch the videos. Do you have a website where you teach how to program what you created? What techniques did you use, like genetic algorithms, neural networks, population dynamics rules, etc., it would be very helpful to show how the program works, flowchart, and so on, maybe create a course. once again Congratulations
I would like you to add some special thing to every colony like maybe yellow ants damage red startegy blue power of taking food cyan need lower food to make ants purple speed Etc And maybe ants can take the home base of the colonies that dies
kinda confused about the smfl installation, I downloaded the zip but not sure how to configure it for VS 2022. video's a year old but lmk if anyone has any helpful insights for getting started with smfl
How do you go about optimising this code? I had trouble with JavaScript libraries because rendering each ant and the spots caused huge lag. Did you have any problems with lag?
It really depends on the implementation details. I believe he's using SFML, which employs decent rendering practices and can draw plenty of sprites before running into any issues. There's no reason JS couldn't accomplish the same, assuming you select a capable rendering library and use it efficiently.
Many objects are drawn in bach here. I have 1 draw call per colony to render all its ants at once. The performances would have been much lower if I tried to draw each ant individually
Does anyone know how to adjust the screen size? I'm running on a laptop Windows 10 right now, and the screen doesn't fit on my laptop Edit: My screen resolution is 1366 x 768.
Whenever I start a simulation the ants always start at 1000, but in your videos it looks like you're able to start them with however many ants you want, I want to be able to play with less ants so I was wondering if that's possible?
What does the "Full Speed" toggle do? From my testing it doesn't seem to do anything. And besides, if you want people to be able to control the speed, shouldn't it be a slider?
Your not the first mentioning that it is not working, I will investigate this. It is just a toggle and not a slider because it simply remove the frame rate limit letting the simulation run at max cpu / gpu speed
@@PezzzasWork It most likely is working, the PCs of these people are simply just too slow to even reach the limiter, and thus don't experience a difference when they remove the limiter.
It’s weird that the biggest fights seem to be over the smaller quantities of food, since the colonies usually only meet when the food source is smaller. Maybe have the fighter ants also try to follow the stronger “food here” scents so the colonies waste fewer resources fighting for less reward?
I tried downloading and it seems like you have your click callbacks messed up. Clicks only work on the menu and it only moves the map. I think you just accidentally attached both to the menu maybe.