It might be interesting to allow mutation of masses.
Humanoids that learn to walk · By
The edge, do you mean the edge of the map? If I do total distance then they would probably be more likely to roll around in circles then to go in any linear direction. I chose displacement because I figured it would force evolutions to consider traversing over movement. I have yet to have any lifeform get to the edge of the map, or anywhere close, without glitching out the physics of the game to do so. If the simulation does reach a point where lifeforms are traveling (I think its 500 units) to the edge, I'll just make the map repeat itself.
Collision based on the actual mesh is needed. The current method does not represent the hands, and often does not reflect the actual humanoid.
Nicer scaling, and ability to randomise that, for the humanoid's various parts would great.
Better seed generation that doesn't constantly increase would be good.
Currently, typing into any textbox does not ignore shortcut keys, making a seed including 'i' impossible.
The ability to test the creature at path finding: a obstical course where the creatures have to get to multiple places in order.
Dynamic starting height. Not all fall the same distance when they are dropped at the same height