You might have noticed allready that when a bot gets an offspring it spins around like it's trying to throw it away and the tie gets VERY long before it snaps. That might be one of the tie issues not finished yet.
Yeah I noticed this. It has to do with the tie acting as an unintentional sling. It's a similar effect to how space craft use planets to sling themselves faster across the solar system. I'm going to have to rethink basic tie physics I think. Probably replace it with rigid rod dynamcis.
EDIT: Setting the alga_minimalis starting energy to 30 000 really messes it up blink.gif
When a bot wants to reproduce, the program won't stop it if there isn't room. The baby will just clear a small path for itself through collision detection and response.
This wasn't intentional, it's actully an emergent property of how physics works. I could implement collision detection for reproduction, I just never got that far, and I sort of like it how it is now. The result is that veggies really do multiply at an epontential rate if they aren't being eaten. Physical space is no longer a limiting factor.
In some ways I prefer it like this, except when a cancerous veggy develops. The simulation will slow to a crawl. I mean a real crawl. Like 10 seconds per cycle. I'm not sure what to do to be honest. I'm hoping as I redesign the physics it will run faster.