How could we design anything at all by saying which cell migrates away from which cell? How does that result in them lining up in a line?
Colonies do have a fixed number of cells
For example, each eye of the tardigrade consist of just one cell*. If that cell moved, it would be like our eyes moving in our bodies, I don’t think that happens.
Obviously, we don’t have a fixed number of cells. This change can happen when the player starts to place tissues instead of cells, the number and position of cells no longer being important.
I think changing the position of the organelle should be free in the editor, and maybe their positions can change randomly during the gameplay, especially for the cells that move by making pseudopods.
This was mentioned in another thread
One could say that placing metaballs for individual cells* is the option with the most freedom.
There isn’t even a need to make germ layers, the player can place cells like a 3d snowflake, but the design can be nudged towards the “lawk” design by the enviroment. The need for diffusion prevents a sphere with an inside that is filled, and the fact that other colonies that can trim (eat) the cells that are too “on their own” would discourage regenerating a snowflake shape. If the cells line up in a plane, they all can do diffusion, but the ends of the plane can still be eaten by larger colonies. A sphere (blastula) is like a plane, but it has no ends, the only way to engulf any cells of it is coming with a larger sphere, or breaking it apart.
Also a sphere is aerodynamic (hydrodynamic?), it shouldn’t have anything around it other than limbs to swim with. To increase the number of cells while maintaining a spherical shape on the outside, folds can be created (epithelial-mesenchymal transition of gastrula), which is like a sphere inside a sphere, but everything is connected.
If we end up having the same degree of freedom as we have now, there can still be a tree diagram of cells specialising from each other, but the order of specialisation wouldn’t need to be correlated with where they are located in the colony (like the endoderm and ectoderm of gastrula)
If we decide that spherical colonies and folds are what always happens anyway, we can instead have an editor that is like spore, you have a sphere and you can click and pull it to make folds. I support taking away freedoms in favour of conveniency, but I was told* that people do like freedom.
If I understood your idea, I didn’t like all of it. You said
Imagine we will build a lego house. To draw a blueprint, we would draw how it would look, right? We wouldn’t draw the lego pieces, as they are scattered on the ground right now, and draw their free body diagrams with forces that would throw them to the air the right way so that their trajectories would make them land at the correct positions to make a lego castle.
The extracellular matrix and the molecules that pull the cells, are harder to engage with for the player than the final product. Removing the middle step (cell movement) turns EMT from a process the player directs (by changing the densities) into a physics simulaton where the program does everything automatically to reach the end goal or maybe even into a visual problem that the physics engine occationaly gives a thumbs up. Automation will already happen when the tissue editor is added.
A spore fold editor could be easy to handle by the player
Spesifying patterns in the code (visual problem version) would things simpler. That is not to say it is unscientific, a “proper” simulation can be done beforehand, and the data from that can be used, if it generalises to any type of fold, and why wouldn’t it, because there is just one variable that pulls the cells, and that is the densities.
Yes, but grouping them together doesn’t help if you can’t even move one of them to a spesific place.
That was quite an amusing thing to imagine. But I get what you mean. There is an animal with a digestion system, which marks the front-back axis.
Cells differentiating based on where they are in the body. Does this make a difference for the multicellular editors?
Would this be true for an alien? What does ectoderm mean anyway?
I think this is a good idea for muscles. For example, for a hinge joint, a flexor and an extensor can be placed at the right locations by the editor.
But, think about octopuses, they neither have bones, nor and exoskeleton, yet they have limbs. And not all bones in our bodies make limbs. I think we should just place a blob that is a limb, it gets muscles, but it gets bones later, or optionally.
I imagined streatching a part in spore creature editor. That would be easier than carrying twenty metaballs.
Interesting. But I though an enzyme had only one substrate, which isn’t something as large as another enzyme.
I don’t know why an enzyme would denature another. Maybe it can change the enviroment (like ph) and make it unsuitable for the other one, but that is an indirect way. But normally, they should be able to work together, and not interact.
Do you mean newton’s laws of motion? As far as possible isn’t as far as simulating atoms, that’s for sure
That’s the hope. The thing is, conveniency may be hard to achieve, but you can always ignore the details, and put a cutscene from the end of tribal stage and start in industrial scene, like spore did. That’s not what I suggest, what I say is that I wasn’t able to imagine how I would change the density in the extra cellular matrix and make the cells move into a blastula shape. Even if I could, I wouldn’t want to do it, especially for every step in the embriogenesis until tissue editor becomes a thing. Taking the evolutionary history is a shortcut, and not entirely unscientific.
oh okay
Exactly. In spore, you would place a wing, and you could suddenly fly, for a short time. And by doing so, you would turn your creature into a hexapod if it was an tetrapod, even though repurposing an existing limb has to take less time and dna ponts that creating a new limb from scratch. Segment duplication doesn’t tend to happen in vertebrates
If we don’t have a momentum for what we are building, if we dont have to stick to our creations and find ways of morphing into new purposes, than stuff like this
wouldnt matter. It is just a leg, being the product of a merger or starting out with the number we have now doesn’t make a difference. But the philosophy of spore, and thrive, is designing everything around you in the game, the past decisions effecting the future. Well, maybe not so much in the case of convergent evolution, but still.