FlyBrain 1.0.0
Curse Maven Snippet
What's new
FlyBrain 1.0.0
First stable release. Everything from 0.1.0 to 0.3.0 is in here, plus the fix and the validation below.
Fixed
- Flies turned too far. A body saccade is commanded at 93 degrees on average, after the measured turns of Muijres et al. (2015), but the yaw smoothing kept turning after the saccade had ended, so the fly actually flew about 1.8 times that angle. Turns now come out at the commanded amplitude (measured mean 88 degrees). Flight looks less erratic and the fly holds a course again between turns.
New
- Flight statistics are measured against published data on every build. A new test flies the model for an hour of simulated time and compares saccade amplitude, saccade rate, turn duration and flight speed with numbers from the literature. Two of the four match, two do not, and the two that do not are listed with the reason: a 50 ms game tick cannot resolve a 31 to 67 ms turn, and a fly at 0.2 blocks per second would look frozen in a block world. The full table is in
SCIENTIFIC_NOTES.mdsection 6.2.
What is in this mod
- A fly entity whose flight is driven by a spiking leaky integrate-and-fire simulation of 18,247 neurons from the MaleCNS v1.0 connectome, running on worker threads, never on the server thread.
- Looming detectors (LC4, LPLC2) and a giant-fiber escape, so the fly reacts to what comes at it.
/flybrain debugshows the live network: input populations, descending and motor neurons, decoded commands.- Frogs eat flies, dropped food attracts them, and an empty glass bottle catches one. Game design on top of the simulation, not biology, and labelled as such.
- A budget guard that keeps the brains inside a configurable share of the server tick.
- Optional: build your own brain file from FlyWire data locally. FlyWire data is CC BY-NC and is not shipped with the mod.
Tests
- 44 of 44 required in-game tests pass, JUnit suite green, including the new flight statistics test.
This mod has no additional files

