added cloud forming to the ecomimic, the conditions for evaporation and rainfall aren't active, so what you're seeing the effect that wind has on the clouds. The second part, with the green. That is the atmospheric pressure which simulates the wind, the last section is the air temperature being altered by the water and the wind.
I think I need to reorganize the way the calculations are being done next. To hopefully fix the problem I'm having with simulating the evaporation and rainfall.
There's vegetation, represented by the green dots. but there's no discerning between what types of vegetation they represent. So what should define a plant? So far the basics are;
waterThreshold - how wet the soil can be before it's starts to die off
nutrientRequirement - how many nutrients it needs per tick to grow
growthRate - how much it grows per tick
decayRate - how fast it decays if it doesn't get enough nutrients
spreadRate - how fast it spreads to new territory
I think that gives vegetation enough diversity to have a good variety. But I'd like everything in the world to have some what of a significant effect on the eco system. Right now, the only effect vegetation has, is it takes nutrients from the soil, and it prevents the spread of water. One other effect, that might be enough, producing fruit. Once animals are included, they'll need a way to stay alive. So I'll add;
fruitProdRate - how fast the plant produces fruit
Now not all plants have to produce fruit, and it doesn't have to be fruit. That would just be a generic value. Each plant could have a tag to id's the type of food it produces. Maybe things like pear or apple trees produce a fruit type food. Were as bamboo and grass produce a leaf type food. Then the type would be used by the animal to determine what types of plants it prefers to eat from.
Firstly though, I putting together the atmosphere layer. To have clouds that form from water vapor, and cause rain the returns the water to the soil. Each tile will have a temperature, which effects how fast the water evaporates. I then use a randomized layer of pressure to generate wind across the tiles that slowly moves the atmosphere across the land.
Think of a layer in the grid with each tile having a random number. This layer is then moved in a direction each tick, to simulate the spinning of the earth. Depending on how high the pressure currently in the tile, it'll pull some of the atmosphere from tiles near by with higher pressure. hopefully that made sense I'll have to put some pictures together.
Then I was thinking about animals and how could I keep them simple but still be able to mess around with ai. I'm leaning towards just having a simple ai that, constantly looks for food once it reaches a hunger threshold. If it isn't hungry, it just makes sure it's either near it's kind or away from bigger threats. I'm not sure though.
Still alive just not awake. Still looking for an artist, for Kylar's Valcano. In the meant time I've been messing around with Cellular Automation . Trying to make a simple ecosystem like the old simearth.
What's happening you might ask, well let me tell ya. The shades of brown represent how fertile the soil is. The darker it is the more nutrients are in it. Similar, the darker the water is the deeper or more water is on that tile.
Water spreads out when there is too much in one tile, but likes to stay at a certain range, and stays similar to it's neighbors. I'm adding plant life to it, that will also stop the spreading of water, and drain the water. Right now water replenishes the nutrients of it's neighbors, and the plants take away nutrients from the soil.