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EvoLife News

EvoLife v0.8.3

Some changes in the evolution tab:

  • Species memory usage now visible, for instant feedback
  • Spawn ratio: control the maximum number of species that will be randomly generated
  • Spawn count: control how many species are generated in one game tick

EvoLife v0.8.2

Savefile list window now have navigation buttons available in the header when collapsed

EvoLife v0.8.1

I've rewritten the collision logic to be more performant, but for some reason some older video cards/drivers have issues with the new code. I've added a setting to enable the old, slower collision logic.

EvoLife v0.8

Features:
  • Faster simulation, optimized code, optimized memory usage
  • Improved fluid drag
  • New, more balanced GPU memory layout, making even bigger worlds possible! (This sadly breaks savefile compatibility, you won't be able to use your old saves with the new version)
  • Vulkan is no longer experimental: implemented proper anti-aliasing and cache, bugfixes
  • Ability to dye cells to mark them and their descendants (a dividing cell will keep the dye color), making cell population dynamics more visible and followable
  • Ability to plot species popcount ans sumcount in savefile list plot
  • List of 50 savefiles comes with the new full version (not avaliable in the demo), so you can check out the savefile list function immediately after download


The development reached the Boring Billion. Algae-like multicellularity constantly evolves. The built-in tools to inspect evolution happening are getting better and better. I am really pleased with the results. In the next release I plan to finally fix the GUI and add Steam Workshop support. Then I will pay for an AWS GPU instance, and run the simulation for months.

YouTube video coming soon!

EvoLife v0.7.5

Savegame file loading bugfix