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Thanks for the notes :) I had the opportunity to play CL at a party this weekend, and it was the first time in years that I've really sat down with it. I agree with a lot of your points — its difficulty running even a moderately complicated creature smoothing is a major issue. I did as much rendering optimization as I could back when I was developing it... unfortunately I think it's at the limits of its technology; the physics sim is the biggest bottleneck iirc.

Axons take up tiles because 1) they need to be selectable so you can inspect them (important for a lot of classroom applications) and 2) action potentials used to have to travel down the length of them and they were all different electrical compartments. The latter was removed to make creatures more responsive, but the engine still relies on them being that sort of entity.

Crescent Loom 2 is still a number of years off (gotta finish LT), but yeah more robust combat/opportunities for creature interaction and a map editor are going to be very high priorities for it. I really can't wait to get back to this. There's so many rough edges that a better underlying engine would solve.

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I honestly think that axons should atleast be soft-separated from the grid system, as in it'd be a lot easier to interact with dense axons if they only became highlighted upon selecting a connected neuron. If you look at my creature, the brain code is very messy with a lot of overlapping axons. I ran into an issue where if I arranged the axons in a particular order (if an axon had to cross another axon at its synapse point) then I wouldn't be able to adjust the synapse strength of the axon. This shouldn't be a system where order matters.

Falling back on using functions and calculus again, you could probably use a function which describes the position of a signal along a given length of axon (linear interpolation my beloved) and calculate the time it takes for the signal to reach the next neuron (which would create support for either grid / gridless axons). You could then inspect along the length of said axon and it would basically render a 'slice' of this singular at a given point in the graph.

Most of the frametime stuff should just be rendering signals if the player happens to be looking in the general direction and zoomed in enough.

Once again: I'm not a neuroscientist and I'm guessing its not as easy as it sounds. I don't know any of the math involved in neurology so I would understand if simulation accuracy couldn't be maintained with simplified calculations.