Darwin's World Simulation in C#: An Interpreter

By: Richard Wiener


In Darwin's world the user creates robot-like graphical creatures with behavior defined by a simple programming language. These creatures migrate around a small two-dimensional grid, each according to its simple program created by the user. The GUI application that controls and displays the location of these creatures must interpret the program instructions supplied in a simple text file for each creature type in real-time and display the movement and behavior of these creatures.

Cite as:

Richard Wiener, “Darwin's World Simulation in C#: An Interpreter”, Journal of Object Technology, Volume 9, no. 1 (January 2010), pp. 57-63, doi:10.5381/jot.2010.9.1.c6.

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The JOT Journal   |   ISSN 1660-1769   |   DOI 10.5381/jot   |   AITO   |   Open Access   |    Contact