Noble Ape / ApeSDK

Artificial life and cognitive simulation since 1996.

ApeSDK, also available at apesdk.com with documentation, is the central long-running artificial life line in Tom Barbalet's public work. Tom created and maintains the Noble Ape / Simulated Ape simulation, an open source artificial life and cognitive simulation project active since 1996.

The current ApeSDK line is a portable C-centered codebase for autonomous ape-like beings in a changing landscape with weather, biology, movement, memory, language, social relationships, immune behavior, ApeScript, non-polygonal graphics, cached JSON parsing, and native wrappers. Earlier Noble Ape technology was distributed by Apple with new Macs from 2003-2009 and used by Intel from 2005-2011 to test processor mathematical performance.

1996-present Noble Ape / ApeSDK as a continuously maintained open source artificial life lineage.
Apple 2003-2009 Earlier Noble Ape technology was distributed by Apple with new Macs.
Intel 2005-2011 Used by Intel to test processor mathematical performance.
1,900 podcast episodes Eight feeds covering artificial life, hobby culture, rules, and long-form conversation.

Open source map

Worlds that can be inspected from the inside

Tom builds simulations, games, tools, and small systems that explore how complex worlds emerge from compact code. The projects below sit between artificial life, cognitive simulation, ecological modeling, historical systems, deterministic game engines, practical native software, and language tools. Newer public game work is also represented through Jagged Seraph, a public-facing home for projects shaped by artificial life, generative AI, and moral play.

Artificial life C

ApeSDK

ApeSDK is the public home of Noble Ape / Simulated Ape: autonomous ape-like beings in changing landscapes with weather, biology, movement, memory, language, social behavior, immune response, ApeScript, non-polygonal graphics, cached JSON parsing, and native wrappers. The project has also appeared in academic teaching and research contexts in the US and UK.

Competition C

Cage Fighting AI

A simulation where identical humanoid cage-fighting robots differ only by the command program loaded into the head-resident processor. The arena models position, velocity, contact, knockback, recovery, component damage, stoppages, and tournament comparison between command sets.

Virtual machine C

Caz

Caz is a Cat Operating System: a Z80-inspired virtual machine driving a simulated contemporary house-cat droid through readable assembly programs, sensors, actuators, body skills, reflex state, and domestic or rural scenarios.

Urban tactics Swift + C

mosul and modernerKrieg

The modern urban tactical line pairs a Mac SwiftUI project with a portable C + CMake engine. The work focuses on line of sight, suppression, wounds, civilian risk, hidden contacts, rooftops, breach/search interactions, objectives, scoring, replay validation, and shared deterministic rules.

Historical games SwiftUI/C

Guderian, Monty, and derZweiteWeltkrieg

World War II tabletop-style game projects with force setup, deployment, movement, shooting, artillery, transports, vehicle damage, assaults, morale, objectives, and victory scoring. The projects keep historical framing explicit rather than treating conflict as generic spectacle.

Bounded conflict Scenario design

zombie

Zombie adapts the battle-simulation approach to selected armed engagements from The Troubles while deliberately excluding attacks on civilians, sectarian killings, punishment attacks, riots, and crowd violence.

Survival systems C

lastbreach

A post-apocalypse shelter simulation about routine, scarcity, tools, morale, repairs, food, water, and everyday survival after the dramatic event has already happened.

Environment C99

bronzesim and london1940

Older environmental and historical simulations that keep the focus on terrain, weather, occupations, stress, conflict, and daily life. BronzeSim uses a small domain-specific language; london1940 models a city under wartime pressure.

Tools and ports Utility

Ports, engines, and small tools

immersiveape, apesdk-rs, apesdk-js, longtermbrief, skeleton, jungle, musictodriveby, and png2json carry the same habit into ports, viewers, engines, data conversion, and compact experiments. werewolf is a C to Rust, Java, JavaScript, Ruby, and Python transpiler. Its logo was designed by UK artist Stephen "Rochie" Rochfort.

Werewolf logo artwork by UK artist Stephen Rochie Rochfort

Field of Chaos

Tabletop rules, C implementation, and book edition

Field of Chaos is the tabletop-skirmish rules line behind the public fieldofchaos repository. The codebase implements Field of Chaos Gold rules as a reusable C static library and command-line program that prints rule tables and deterministic examples.

The open repository includes the rules PDFs, traceability notes, public C API, tests, and examples for character generation, skill hierarchy, weapons, shotgun and grenade handling, movement, wounds, hit locations, melee, healing, and special foes.

Podcasts

Eight feeds from artificial life to model railroading

The podcast archive is an important part of barbalet.com: eight feeds currently representing 1,900 episodes. The archive begins with Ape Reality #1, originally recorded on May 1, 2006, and currently runs through Biota's Artificial Life Podcast on June 15, 2024. The shows cover artificial life, Noble Ape development, role-playing and wargame rules, model railroading, artifacts and culture, and long-form or short-form conversation.

Model Rail Radio podcast artwork
274 episodes Latest Feb 3, 2024

Model Rail Radio

Live internet radio covering all aspects of the model rail hobby.

Latest: Model Rail Radio #225: Proto Throttle and Podcaster.

My Rules Are Better podcast artwork
127 episodes Latest Jan 14, 2024

My Rules Are Better

A podcast about creating your own role-playing game and wargame rules.

Latest: Bonus: Embracing Youtube.

Ape Reality podcast artwork
175 episodes Latest Apr 10, 2019

Ape Reality

Noble Ape's creator discusses development, philosophy, and the artificial life community.

Latest: Long Funk Simulcast 52. Early Easter Egg.

Stone Ape Podcast artwork
198 episodes Latest Aug 9, 2020

Stone Ape Podcast

Conversations exploring the future through understanding the past.

Latest: Postscript: Extinction Event.

Attic Aficionados podcast artwork
30 episodes Latest Sep 7, 2022

Attic Aficionados

Tom Barbalet, Brandon Di Camillo, and Connor Sites-Bowen explore artifacts, culture, movies, and food.

Latest: Tom Reflects On Attic Aficionados.

Long Funk podcast artwork
151 episodes Latest Jan 14, 2024

Long Funk

Tom Barbalet explores a variety of topics in a longer format.

Latest: Bonus: Youtube Musings.

Short Funk podcast artwork
746 episodes Latest Jun 19, 2017

Short Funk

Tom Barbalet explores a variety of topics in a short format.

Latest: 709: Southern Poverty in the Northern United States.

Working style

Small systems, clear rules, long memory

Across these repositories, Tom tends to favor small, inspectable codebases, portable C foundations, deterministic test surfaces, native Mac interfaces, and systems that can be understood from the inside out. Some repositories are active development work; others are archives, sketches, ports, preserved stages, or public records of a longer line of thought. Together they form a public record of simulation craft: agents, worlds, battles, terrain, cognition, tools, language, podcasts, and experiments.