Comments (1)
Unfortunately, none of these options will work. Any changes to the amount of physics computations that are performed per frame will lead to different creature behaviour.
If this was running on a custom engine in which I had written every piece of the physics engine, then I could guarantee determinism and could push the physics calculations to the limit of the CPU (any more would also lead to different creature behaviour).
Unity's physics system is non-deterministic, which shows especially when you start changing time scales and solver time steps.
Either way, speeding up the simulation requires performing proportionally more computations in the same time, which would consume more battery life as well.
from evolution.
Related Issues (19)
- Memory Leak HOT 2
- Question HOT 1
- Consider Freeing Your program HOT 1
- [Feature Request] Move the platform alongside the creatures HOT 2
- Any way to make a website of this in full screen?
- Camera Movment HOT 5
- [Feature request] Automatic builds using GitHub Actions
- Can't select creatures at all, can't save creatures (or at least it doesn't matter) HOT 3
- Unusual behaviour when bones connected only by muscles HOT 1
- Best creatures are not being kept. HOT 1
- JSON-related errors while trying to build the project in Unity. HOT 4
- Measure fitness from bones average HOT 2
- I hope to have a choice of Chinese language HOT 1
- Have you considered using the NEAT algorithm? HOT 1
- Support dark mode HOT 1
- Simulation camera speed is too slow HOT 3
- inport HOT 2
- Muscle Question HOT 3
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from evolution.