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The Bibites 0.6 Alpha 10: Entering the Endgame

So! A long-awaited alpha that finally comes!
The delay has been long, but this update has been jammed full of very important things, long-awaited fixes, and under-the-hood stuff that will change the game.
I would've liked to be able to do a little bit more testing before releasing it, but I asked you all your opinion on the subject and you said you preferred having access to it as soon as possible, so here it is!
So I did not finish everything I wanted, but since I'm gonna be away for a few days for the easter weekend, I figured I should give you this "almost-polished" version, and publish the next alpha, with all the missing stuff and a few other additions as soon as possible.

Important to note:
-Due to changes to how species data are logged, saved, and loaded, I did not have the time to write the (probably complex) migrate function from the earlier versions, so know that this will reset the species data of your simulations, and possibly lead to other errors

Lineage Tree and Changes to the Species Panel

The long-requested lineage tree is finally here! It was a headache to make work and handle all the little edge cases, but I'm incredibly proud of the result. You'll be able to change between the two (tree, and previously available mesh view) and view the lineage however you see fit!


And you'll see that it can get pretty complicated pretty fast


A few esthetic changes have also been made to the Lineage Mesh, making it a lot more pretty to look at and removing a lot of weird artifacts (although some remain)

Species now also track their distribution through time, with the historic placement of zones

(Distribution will only be shown if there were enough bibites back then to build a distribution)

I also added a few parameters to allow you to customize how you use the Lineage panel

Simulation Time and Frames Rework

New Brain Sorting Algorithm

Other Changes

Fixes

Comments

I'll wait to see if it continues, but the game seems to feel slower than 0.6a9. What does "sim/real" represent, exactly? I'm trying to figure out if the sim is slower or just lower-fps. I have a save I've been using since 0.5.1, 3200 hours of sim time. 4000u^2, 19 slow-moving zones, and sustains a population of 150-200 for well-adapted bibites. I call it "the diversifier" because it forms island chains at random, promoting speciation. For 11.18x in 0.5.1, I got 4-12fps. For 10x in 0.6a9 (I jumped straight to this version), I got 30-50fps. For 20x or 10x in 0.6a10 I'm getting 4-20fps/80-128tps, the UI just feels slower. CRUCIALLY, when I switch Windows to a different desktop, the performance shoots up to 50fps/140-ish tps, then slowly drops if I switch back to the desktop with bibites on it. Just unfocusing the bibites window (putting a floating window on top of fullscreen bibites) doesn't fix it. For clarity, I've never used bibites at less than max speed. A lot of bibites died in the 0.5.1->0.6a9 changeover, but the population seems to have recovered. I'm assuming the bibites were adapted to the slightly wonky sped-up physics, since no such die-off happened with 0.6a9->a10.

yep air

Oh yeaaaaaah

Filippo Zanardi


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