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Create creatures and let them evolve to see how they master various tasks. · By Keiwan

Biped and quadruped locomotion

A topic by lifefauxreal created Oct 06, 2017 Views: 745 Replies: 3
Viewing posts 1 to 4

Great app!  What are the limitations of locomotion?  The most successful "builds" show movement by anchoring either a "front" or "back" oriented limb and moving the other to or away the anchored limb to achieve movement; like an inchworm.  I have yet to see one where the limbs are able to cross over a central vertical plane intermittently to achieve locomotion; like legs attached to a hip. 

Is this a limitation of the simulation constraints or perhaps due to my design errors?

Additionally - the AI doesn't seem to like any sort of discovered cycle to make an efficient gate.  It appears to alter the gait during the simulation of one instance.

Most interesting bit of software & code. Makes me want to learn AI coding.


There is no builtin restriction that would prevent the creatures from being able to walk by crossing their legs over. However, walking that way is much more complex and requires a very fine tuned brain that is able to perfectly balance the whole creature during the transition between legs. 

Therefore it's much more unlikely that a creature will learn how to do that in a short period of time. Instead, they will optimize their behaviour towards a local maximum where their strategy of walking still gets them moving forward at a certain speed (most likely not as fast as the 'obvious' way they should be doing things) without the need to worry a whole lot about balancing all the time.

You can always get lucky with a creature that is really good at walking using a highly complex movement pattern, it's just fairly unlikely to happen.

You can make two (or more) identical limbs in the exact same place by using the grid and moving the joints on top of each other after you have set up the bones and muscles. That  lets you make bipeds and quadrupeds from side view where the hip joint is shared by both legs. For me, these tend to evolve faster than single leg variants, since only one leg has to find the right cycle to propel it forward, meanwhile the other can  dangle around uselessly until it finds a motion that improves the  overall gait. It's very hard to get a balanced cycle like human walking, but it will usually find various lopes and gallops pretty easily.