A GPU-first ant-colony artificial life simulator skeleton in Rust.
The first milestone is deliberately lean:
- dense GPU-resident ant state
- table-driven species and colony parameters
- per-colony pheromone layers in ping-pong textures
- atomic fixed-point deposit accumulation
- GPU compute passes for ant update, diffusion/evaporation, and render-instance generation
- a minimal realtime viewer with pheromone background + instanced ant triangles
src/
app.rs native window loop and frame orchestration
scenario.rs default scenario authoring
sim/
config.rs public authoring types
gpu_types.rs host-shareable GPU structs
reference.rs tiny CPU reference kernels + tests
gpu/
mod.rs GPU simulation owner
render/
mod.rs minimal ant + pheromone renderer
telemetry/
mod.rs coarse frame stats
shaders/
agent_update.wgsl
diffuse_evaporate.wgsl
build_instances.wgsl
render.wgsl
cargo run --releaseThe repository was created around wgpu 29.x APIs. The initial scenario starts one colony with several thousand ants and a static food patch so that the simulation has visible structure immediately.