https://github.com/pplmx/primordium
https://github.com/pplmx/primordium
Last synced: 5 months ago
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- Host: GitHub
- URL: https://github.com/pplmx/primordium
- Owner: pplmx
- License: mit
- Created: 2026-01-20T15:14:19.000Z (6 months ago)
- Default Branch: main
- Last Pushed: 2026-02-05T03:43:53.000Z (6 months ago)
- Last Synced: 2026-02-05T14:41:31.911Z (6 months ago)
- Language: Rust
- Size: 1.7 MB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
- Contributing: CONTRIBUTING.md
- License: LICENSE
- Roadmap: ROADMAP.md
- Agents: AGENTS.md
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README
# Primordium (ååäšåĸ) đ§Ŧ
> A massive-scale biological simulation engine powered by Rust, ECS, and NEAT neural networks.
[įŽäŊ䏿](./docs/README_zh.md) | [Changelog](./CHANGELOG.md)
> *Evolution in silicon, powered by your machine*
**Primordium** is a hardware-coupled artificial life simulation that lives in your terminal. It bridges the gap between your physical computer and a digital ecosystem, where the laws of nature are shaped by your machine's real-time performance.



---
## đ¯ Vision
Primordium is an experiment in **emergent complexity**. It transforms your host machine into a digital god:
- **CPU Workload** becomes the environmental climate.
- **RAM Pressure** controls resource scarcity.
- **Neural Networks** evolve as organisms adapt to your hardware's unique signature.
---
## đ Core Mechanics: Hardware Resonance
The simulation environment is directly coupled to your computer's real-time metrics.
### đĄī¸ Climate (CPU-Coupled)
Your CPU usage dictates metabolic speed. High machine load forces life to burn energy faster.
| CPU Usage | Climate State | Metabolism | Effect |
| ----------- | ---------------- | ------------- | --------- |
| 0-30% | đĄī¸ Temperate | Ã1.0 | Baseline survival |
| 30-60% | đĨ Warm | Ã1.5 | Increased energy burn |
| 60-80% | đ Hot | Ã2.0 | High metabolic stress |
| 80-100% | âī¸ Scorching | Ã3.0 | Rapid starvation risk |
### đž Resource Scarcity (RAM-Coupled)
Memory usage determines food availability. High RAM usage simulates a resource-famine environment.
---
- [User Manual (English)](./docs/MANUAL.md)
- [፿ˇæå (䏿)](./docs/MANUAL_zh.md)
- [Web Guide](./www/README.md)
## ⨠Features
### đ§ Neural Awakening & Selection
Each entity possesses a **dynamic Graph-based (NEAT-lite)** brain. Through natural selection, organisms learn to hunt, coordinate, and manage energy.
- **Evolvable Topology**: Brains can grow new neurons and connections to adapt to complex environments.
- **Efficiency Pressure**: Complexity carries a metabolic cost (0.02/node + 0.005/conn), preventing network bloat.
- **Kin Recognition**: Entities sense the relative centroid of their lineage members (**KX**, **KY**), enabling collective herding behaviors.
- **Semantic Language**: Active chemical signaling (**SA**, **SB**) provides a substrate for evolved social coordination.
- **Linguistic Evolution (Phase 48)**: Entities possess **Hearing** (Input) and **Vocalization** (Output) channels. Real-time acoustic ripples propagate through the `SoundGrid`, allowing for the emergence of alarm calls and swarming behaviors.
- **Macro-Intelligence (Phase 60)**: Lineages share a persistent **Collective Memory**. Environmental goals and threats are reinforced across the entire ancestry, influencing neural bias globally.
- **Lifetime Learning (Phase 47)**: Hebbian plasticity allows brains to adapt weights in real-time based on reinforcement signals (Food/Pain).
- **Massive Parallelism (Phase 41)**: Powered by **Rayon** and a "Proposal Unzipping" pipeline, supporting 10,000+ entities with zero-jitter performance on multi-core systems.
### đĨ Social & Life History
- **Specialized Castes (Phase 53)**: Entities evolve into **Soldiers** (high damage, high cost), **Engineers** (efficient terraforming), or **Providers** (efficient sharing) based on their lifetime activities and genetic bias.
- **Planetary Engineering (Phase 62)**: Tribes actively manage the atmosphere. Forests owned by advanced lineages sequestrate CO2 at 2.5x speed, enabling collective control over global warming.
- **Civilizational Tiers (Phase 61)**: Lineages that build and connect **Outpost Networks** gain civilization bonuses and accumulate **Ancestral Traits** that persist through mass extinctions.
- **R/K Selection Strategies**: Organisms evolve trade-offs between many weak offspring (Strategy R) or few high-investment heirs (Strategy K).
- **Metabolic Niches**: Specialized digestion for Green vs Blue food types coupled to terrain geography.
- **Interspecies Symbiosis (Phase 54)**: Mutualistic bonds can form between different lineages, granting metabolic bonuses and enabling **Interspecies Hybridization** (sexual crossover).
- **Group Defense**: Proximity to same-lineage members reduces incoming predation damage.
- **Persistent Lineages**: Success is tracked globally in the **Lineage Registry**.
### đĻ Pathogens & Parasites
- **Dynamic Emergence**: Pathogens naturally emerge and mutate, affecting host health and energy.
- **Parasitic Manipulation (Phase 55)**: Advanced pathogens can hijack host neural circuits, forcing specific behaviors (e.g., forced aggression or vocalization) to facilitate their own spread.
- **Immunity Evolution**: Entities gain resistance after recovery and pass it to offspring with minor mutations.
### ⥠Divine Interface v2
- **Terrain Editor**: Use **Mouse Drag** to paint Mountains, Rivers, and Walls directly onto the world.
- **Targeted Intervention**: Manually **Mutate (M)**, **Smite (K)**, or **Reincarnate (P)** selected organisms.
- **Archeology & Fossils (Phase 40)**: Persistent **Fossil Record** (`logs/fossils.json.gz`) preserves extinct legendary genotypes with high storage efficiency. Periodic **History Snapshots** enable time-travel browsing of macro-evolutionary trends.
- **God Mode Overrides**: Induce global Heat Waves, Resource Booms, or Mass Extinctions via keyboard macros.
### đĻ Apex Predators & Sexual Reproduction
- **Predatory Dynamics**: Organisms can evolve aggression to hunt others. **Soldier castes** and **War Zones** apply lethal damage multipliers.
- **Genetic Crossover**: Sexual reproduction enables neural trait exchange. Bonded partners can reproduce inter-lineage hybrids.
- **HexDNA Protocol**: Export (`C`) and import (`V`) organism genomes as portable text files.
### đ The Omniscient Eye
- **Tree of Life (Phase 34)**: Real-time ancestry visualization using `petgraph`. Trace the branching history of the top 5 dominant dynasties.
- **Era System**: Population-driven narrative engine tracks world epochs (Genesis, Expansion, Decline, etc.).
- **Hall of Fame**: Real-time leaderboard of the top 3 fittest organisms.
- **Advanced Analytics**: Brain entropy, average lifespan, and dual-sparkline population dynamics.
- **Specialization Visualizer**: Real-time TUI brain view mapping 11 outputs and caste progression meters.
### đī¸ Ecosystem Dynamics
- **Terrain System**: Mountains (Ⲡslow), Rivers (â fast, hydrating), Oases (â food-rich).
- **Emergent Architecture (Phase 52)**: Entities can **Dig** canals or **Build** protective **Nests** (Ί). Nests provide metabolic recovery and nursery bonuses for offspring.
- **Hydrological Coupling**: Artificial canals boost nearby soil fertility, enabling biological terraforming.
- **Season Cycle**: Spring, Summer, Fall, Winter affecting metabolism and food availability.
- **Geographic Pressure**: Migration patterns emerge from terrain-based resource distribution.
### đĨ Social Structures
- **Pheromone System**: Food trails attract foragers, danger pheromones warn of predators.
- **Tribe Formation**: Color-similar entities form protective tribes (no intra-tribe attacks).
- **Territorial Behavior**: Entities are more aggressive near their birth location.
- **Energy Sharing**: High-energy entities can share with starving neighbors (âŖ).
- **Advanced Hierarchy (Phase 49)**: Alphas influence movement; overcrowded tribes fracture.
### đ Global Hive & Networking
- **P2P Multiverse**: Entities migrate between simulation instances via a high-performance **Axum** relay server.
- **Peer Discovery**: Automated peer awareness with real-time REST APIs for global monitoring.
- **HexDNA Protocol**: Unified genetic protocol ensuring 100% fidelity migrations across simulation versions.
- **Global Altruism (Phase 60)**: Cross-universe P2P relief transfers allow thriving civilizations to support struggling kin in remote realities.
- **Networked Crises (Phase 61)**: Global events (Solar Flares) are synchronized across all connected peers, forcing Hive-wide adaptive radiations.
### đ The Ledger & Blockchain
- **History Logging**: Continuous streaming of life events to JSONL.
- **Immutable Proof**: Datasets are anchored to the **Bitcoin blockchain** via OpenTimestamps for cryptographic proof of evolution.
### ⥠Performance & Stability
- **Component-Based Entity (CBE)**: Logical grouping of attributes into Physics, Metabolism, Health, and Intel.
- **Systemic Decomposition**: Monolithic update logic split into specialized systems (Perception, Action, Biological, Social).
- **Multi-threaded Pipeline**: Fully parallel updates supporting 10,000+ entities with zero-jitter performance.
- **Strict Quality Gate**: 100% Clippy compliance and 40+ tests ensuring digital stability.
- **Spatial Hashing**: Optimized lock-free sensory lookups for high-density populations.
**Performance Scale**:
| Entity Count | Tick Time (avg) | Recommendations |
|-------------|----------------|----------------|
| 100-500 | <5ms | Any hardware setup |
| 500-1,000 | <15ms | Modern multi-core CPU preferred |
| 1,000-5,000 | <50ms | Requires 4+ cores, 32GB+ RAM suggested |
| 5,000-10,000+ | <100ms | Needs 8+ cores, 64GB+ RAM, SSD storage |
**Memory Usage**:
- Base: ~50MB (program overhead)
- Per entity: ~5KB (including brain, activations, snapshot copy)
- 10,000 entities: ~50MB base + ~50MB data = ~100MB total resident memory
**Performance Regression Gate**:
New code changes must not exceed 1500ms average tick time for the perf_gate test (100 entities, 200 ticks). Run with `cargo test --test perf_gate` to verify.
---
## đ Quick Start
```bash
# Clone and enter
git clone https://github.com/pplmx/primordium.git
cd primordium
# Run Standard Mode
cargo run --release
# Run Screensaver Mode
cargo run --release -- --mode screensaver
```
---
## â¨ī¸ Controls
| Key | Action |
| ----- | --------- |
| `Q` | Quit simulation |
| `Space` | Pause / Resume |
| `A` | Toggle **Ancestry View** (Tree of Life) |
| `Shift+A` | Export Ancestry Tree (DOT format) |
| `Y` | Toggle **Archeology & Fossil Record** |
| `[` / `]` | **Time Travel** (Navigate History Snapshots) |
| `B` | Toggle Neural Brain Heatmap |
| `H` | Toggle Help Overlay |
| `X` | Trigger **Genetic Surge** (Global Mutation) |
| `M` | Mutate selected organism |
| `K` | Smite (Remove) selected organism |
| `P` | Reincarnate (Randomize DNA) selected organism |
| `! @ # $ % ^` | Select Terrain Brush (Plains, Mt, River, Oasis, Wall, Barren) |
| `Shift+K` | Toggle **Heat Wave** Disaster |
| `F` | Send **Relief Energy** to selected lineage |
| `L` | Trigger **Mass Extinction** (90% wipe) |
| `R` | Trigger **Resource Boom** (100x Food) |
| `+` / `-`| Increase / Decrease time scale |
| `Left Click` | Select organism / **Hold & Drag to Paint Terrain** |
| `Right Click`| Inject Food Cluster |
---
## đą Philosophy
Every run of Primordium is unique. Your specific hardware workload creates a one-of-a-kind evolutionary pressure. Every lineage is precious, and every extinction is a lesson in the primordial soup.