From parameters to populations
I used C# attributes and reflection to identify the properties that can vary. The framework groups those genes into genomes and uses populations, fitness, crossover, and mutation to explore combinations.
Working inside Unity
I built custom inspectors and example setups for particle effects, terrain, and word generation. One idea I want to explore further is using the same toolkit to evolve fictional languages from a shared ancestor.
Unity assets
Kubacho Lab add-ons I use across my Unity projects
All Unity assets ↗