Features


Wildlife

Birds: Birds fly around eating fruit.  They can hop on land, swim underwater, float on water.  They also flock together and fly in various flight patterns.
Fish: Fish stay underwater and look for fruit.  They will knock fruit away from other fish, and try to flop back to water if they are land locked.
Ducks: Ducks swim around on top of the water looking for oranges. (Aaron, Dave, Kaufmann, Halobear)
Ladybugs: Ladybugs are cute little fruit foragers that zip around. (Dave, Dan, Nik)
Turtles: Turtles swim and walk on land, looking for fruit.  They can learn about the food they eat, and will avoid food they don't like.
Hawks: Hawks circle the planet looking for birds to eat.
Sharks: Sharks cruise the ocean looking for fish to eat.
Crabs: Crabs like to play with beach balls, and eat fruit when hungry.
Dolphins: Dolphins swim in the water and eat fruit (Dave and Aaron).
Ants: Ants are tiny insects that live in communities.
Grazers: Grazers are land-based creatures that eat vegetation.
Trex: The Trex is a vegetarian, but is still a meanie, he likes to torment Grazers.
Tigers: Tigers are big cats who love to hunt and torment mice. (Aaron Hochwimmer)
Bots: These are robots that the user may control or give commands to.

Plants

Evolving Trees: These trees can turn into new colors, and evolve fruits with varying buoyancy and bounce properties.  For example, trees near a mountainside can evolve fruits that don't bounce, allowing the trees to plant seeds on the hillside and eventually inhabit the top of the mountain.
Evolving Fruits and Seeds: These come from evolving trees.  Each one can is potentially slightly different from the parent tree.  The color of each fruit is of a new shade, and over time this will produce trees of completely new colors.
Apple Trees: Apple trees drop apples, which are very bouncy and sink in water.  Their seeds float.
Orange Trees: Orange trees drop oranges, which aren't very bouncy and float in water.  Their seeds sink.
Fruits: Fruits are the main source of food on ai.planet, consisting of apples and oranges.  These contain health, and slowly rot until they disintegrate, leaving behind a seed. 
Seeds: Fruits contain seeds, and seeds turn into trees, only if they are on land when they sprout, and if there is enough water.  Animals usually don't eat seeds, because they have no health value, so seeds travel further by being dropped by birds and other animals.
Aquatic Plants: Plants that live underwater.  Good source of fish food.
Grass: Grass grows at an exponential rate, and is used to demonstrate the Grass-Rabbits-Fox algorithm.

Environment

Land: If the height of a grid is above the height of the water, land forms.  Plants can grow on land, and gravity binds creatures to the surface, where they experience ground friction when they move.
Water: The dynamic water system is ruled by a water surface tension constant, which causes water imbalances to autocorrect.  This causes water currents, waves, rivers, lakes, ponds, and water flows around land.
Atmosphere: The atmosphere is an inverted transparent sphere surrounding the planet, and anything inside it is subjected to air friction and wind.  The atmosphere is affected by the sun, creating day and night.
Suns: Suns orbit your planet and heat it, they also provide a light source.  Maximum four suns.
Moons: Moons cause tidal water motions.  As they pass by, water is drawn towards it. 
Day: When a sun is on your side of the planet, the atmosphere lights up and the temperature rises.
Night: When all suns are on the other side of the planet, the sky is dark and you can see the stars.
Mountains: If the height of a grid is much greater than the height of surrounding grids, a mountain is formed.
Clouds: Clouds form naturally when humidity rises above 10 (100%).  The clouds draw in excess humidity, and separate when they grow too large.  They begin raining if they reach critical mass, or after a long period of time elapses.  They may cause lightning, rain, and snow.  Wind blows them.
Rain: Rain is a release of water from a cloud.  This falls into the land or into the ocean.  If the weather is cold enough, the rain turns into snow.
Lightning: When clouds get stormy, they randomly send out bolts of lightning.  This lightning can damage things on land.
Wind: When the temperature difference between two grids is positive, a wind blowing towards the colder grid occurs.  In this picture the wind has slightly altered the trail (white) of the falling orange.

Asteroids: Meteors fall from space every now and then and smash your planet.  If it smashes into land, it will leave a crater and explode into a large burst of flames.  If it crashes into the ocean, it will just create waves.
Currents: When the water differential between two grids is higher or lower than the water surface tension, currents form, transferring water from one grid to the other.  In this picture a dead bird is floating down a river, being pushed by the current.
Buoyancy: Every object is buoyant to some degree.  Balls are highly buoyant for their mass.
Rivers: Rivers occur when land surrounds a section of water, and water is either added to one end, or removed from another.  A river lasts forever if both conditions occur simultaneously.
Ponds: A pond forms when higher land is surrounding lower land, causing a valley.  Water accumulates inside the valley and cannot flow into or from the ocean.  Usually rain is the source of pondwater.
Ice: When the temperature is at freezing (0) an iceberg may form.  As the temperature stays freezing, the iceberg grows in size.  When the temperature rises above freezing, the iceberg begins to melt.  Hotter weather makes the iceberg melt faster.  Melting icebergs may cause rivers naturally, if the land is properly formed.
Grasslands: When there is sufficient water on a grid, it turns into a grassland.  This type of terrain is the best for trees to grow, as there is plenty of water.  These places turn humid quickly because of the trees perspiration, and cloud and rain form as a result.
Deserts: When the water on land is low enough, it turns into a desert.  Plants no longer can grow here, because they need water to expand and drop fruits.  Rain or land directly next to water can turn desert into grasslands.
Explosions: These damage all objects nearby and apply a force to them.  The closer an object is to the explosion, the more the force is applied.  Explosion may vary in size, depending on the source.
Earthquakes: When an asteroid impacts the planet, it can shake the planet.  Any object resting on the ground will be jostled.
Space: Objects may reside in space, where there is no environment friction.

Worlds

Wet: Default planets usually come with no terrain.  Usually an island surrounded by an ocean works the best.
Dry: If all the water is removed, you will get an uninhabitable barren land.  Plants and animals will die quickly in the desert.
Jungle: If all the land is above the water level, trees will spread all over the planet, creating a jungle.
Tiny: Each planet is customizable in size.  The standard size is 30x15 grids, the default size is 20x10 grids.  Each grid provides a 10.0x10.0 area worth of travel space, calculated to single precision.
Large: Planets can be any size depending on your system.  This is an 80x40 planet, set as the maximum, because you don't really need a bigger planet than that, do you?

Engine

Collision Response: Objects that have collided will repulse each other and distribute velocities based on kinetic energy and mass.
Shadows: Objects can cast shadows onto the planet, with the sun as the light source.  Multiple suns will cast multiple shadows, and you can turn on Multicasting to see objects casting shadows onto other objects.
Beacons: Beacons are revolving tauruses that have customizable functions.  They may be set to drain water every round, or to add water every round.  These can be used to create artificial rivers and ocean currents.
Underwater: If you look underneath the water, you get the "Underwater Cam", a dark place where visibility is limited.
Flocking: Flocks of birds travel together via an implementation and alteration of the boids algorithm.  Other creatures may also live in communities, such as fish and ducks.
Death: If a living creature runs out of Health, it dies.
Terrain Collision: When an object hits the terrain, it bounces off.
Tracking and Prediction: Every object can be tracked while targeted, and their path predicted.
Grabbing: Any creature or thing with a Grabber may pick up, move, and Drop objects.  These objects may be Bonked out of the Grabber by another creature.  There must be a close distance, or the Grab/Bonk will fail.
Object Oriented: All things are objects, and grabbing another thing that is grabbing another thing results in a combination of all things grabbed.  This makes the engine very flexible.  In this instance a bird is grabbed by a bot, and the bird is holding an apple.  The other birds are hungry for the apple.
Beach Balls: These balls are very bouncy and buoyant, great for visualizing water currents.  They may also be inflated and deflated, via bots.

Behaviors

Communities: Creatures can automatically achieve community behavior by inheriting from AICommunityCreature.
Mating: Creatures can automatically achieve mating behavior by inheriting from AIMatingCreature.
Learning: Creatures can learn about the things they eat by using AIReportCard for memory.
  Genetics: AIGeneticCreatures have an AIDNA structure that they can pass onto their children.  Two parents combine DNA values and their children receive the average values, plus mutation.

Tools

Visual Object Views: Keep track of objects by tracking all of their info, keeping a camera on them, and keeping a list of all views on the sidebar.
Text Object Views: Shows the FullDisplay of any Thing, including the full Position info.
Heat Field: Shows the heat over the land in visual format (red is hot, blue is cold).
Populations Graph: With this window, a populations history is kept in a 3D graph.
Humidity Map: Shows the humidity over the land, white being most humid.
  Position Editor: This window allows you to edit the position, size, mass, velocity, acceleration, buoyancy, bounce, and related properties of any object.  This can be accessed from the Object View.  You can also copy the position of one object to another.
  DNA Editor: This window allows users to edit the DNA of any creature that has DNA.  DNA can be saved and loaded from INI files.