This is awesome. How do you integrate morphology into the simulation? Does morphology effect movement (via area friction or mass impact on momentum) or metabolism (via area/volume ratio)?
Traits like spikes, tentacles, lobes, adhesion, and size add drag/weight, so complex or armored bodies are slower and less agile. Bigger bodies and complex structures also have higher metabolic upkeep. It’s not true fluid dynamics or area/volume math, but it’s tuned to produce the same evolutionary tradeoffs.
So you get: big and complex = strong but slow and hungry. Small and simple = fast and cheap but fragile.