Animals: generated creatures, herds and flocks, and which animals live where

Notes compiled 2026-11-05 for Elsewhere and the Tycho study. Target: plain JavaScript on a phone, a 320×180 isometric frame with eight inks, deterministic from a seed. Sibling notes and pages cover overlapping ground: sprites_characters_items.md and sprites.md (mask sprites, Bollinger, zfedoran, Caves of Qud tiles), animation.md and motion.md (walk cycles, the IK creature), settlements_paths_vegetation.md and settling.md (Helbing’s active walkers, which also make animal trails from dens to water), realistic_world_generation.md and geography.md (biome tables). This file covers what an animal looks like, how groups move, where species live and how many there are.

Note on sourcing: Hecker et al. 2008 (Spore), Couzin et al. 2002 and Krebs et al. 2001 were downloaded and read in full text (PDF to text with mutool). Other items come from fetched web pages or, where marked “(search summary)”, from search-result summaries only; treat those as less certain.

1. Generated creature design

Spore (Hecker et al. 2008)

No Man’s Sky

Dwarf Fortress: forgotten beasts and creature tokens

Starbound

Caves of Qud

Rain World

Red Dead Redemption 2, Far Cry

Eco, Equilinox

Pixel generators

2. Anatomy and coloring

3. Group movement

Boids (Reynolds 1987)

Zones (Couzin et al. 2002)

Topological neighbors (Ballerini et al. 2008)

Murmurations (Hemelrijk)

Selfish herd (Hamilton 1971) and fleeing

Flow fields

Cost in JS

4. Ecology and placement

How games place wildlife

5. What fits a phone