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Ancient Web: Karl Sims Evolved Creatures Before Generative AI Had a Name

Long before “generative” became a product category, Karl Sims was letting populations of blocky virtual organisms mutate until some of them figured out how to swim, walk, jump, follow targets, and fight over a green cube.

Visit Karl Sims’s site

The centerpiece for anyone arriving from the Ancient Web is Evolved Virtual Creatures, Sims’s 1994 work. The creatures were not animated one limb at a time by an artist. Their bodies and control systems were encoded, varied, tested, selected, copied, combined, and mutated across generations inside a simulation.

Give the population a task and evolution did the rest.

The results still look strange because evolution has no obligation to produce a sensible character rig. Some creatures crawl. Some tumble. Some discover motions that are effective without looking remotely like anything a human animator would have designed.

That is the interesting part.

Sims was working at the intersection of computer graphics, artificial life, and evolutionary computation when those fields still required an explanation before the demonstration. His site preserves not only videos but the technical trail behind them: the SIGGRAPH 1994 paper “Evolving Virtual Creatures,” earlier work on artificial evolution for graphics, procedural models, particle animation, and interactive evolution.

The surrounding career makes the archive even better. Sims studied computer graphics at the MIT Media Lab, worked at Thinking Machines Corporation, founded visual-effects software company GenArts, and created interactive museum installations including Genetic Images and Galápagos. The latter let museum visitors become the selection pressure by choosing which forms reproduced.

A quarter-century of AI marketing has made it easy to forget how old the underlying urge is: build a system that can search a possibility space humans would never explore manually, then see what crawls out.

Sims was doing that with creatures in 1994.

The page matters in 2026 because it leaves the papers, demonstrations, and artwork together. You can move directly from a bizarre walking pile of blocks to the actual research describing how it was generated. That continuity is increasingly rare. Modern summaries tend to clip the video, call it an early AI experiment, and sever it from the engineering that made it interesting.

CacheRat’s 1,967 Ancient Web Domains research list includes sites like this because sometimes an old homepage is not nostalgia at all. It is the lab notebook for an idea that became fashionable decades later.

The creatures are still weird.

The future just caught up with them.

Explore Karl Sims’s original work and papers

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Ancient Web: The HP 9845C Demo Preserves Early Color Computer Graphics

There is a surviving software demo for the HP 9845C that needed two tapes, more than 4,000 lines of BASIC, a light pen, and enough graphics tricks to make a 1980 computer look like it was trying to escape the decade.

See the HP 9845C Demo archive

HP9845.net documents the package in unusually good detail. The demo contains 36 cases spread across color graphics, engineering, scientific work, management graphics, and advanced graphics. The machine could display up to 4,913 colors, and the software demonstrates wireframes, shaded 3D surfaces, ordered dithering, data visualization, interactive light-pen control, mapping, architecture, stress analysis, astronomy, and even a small gravity game.

The name attached to the demo makes the page even stranger: Colin Cantwell.

Cantwell worked on spacecraft designs for Star Wars, including early concepts connected with the X-wing, TIE fighter and Star Destroyer. The HP archive says he also consulted on the 9845C color system and later programmed the tactical NORAD screens seen in WarGames using an HP 9845C.

The software survived by inches

Magnetic media does not care that something is historically interesting.

The archive explains that surviving demo tapes commonly suffer from deterioration, and multiple versions of the software made reconstruction difficult. A complete set of files eventually turned up on a backup disk held by another HP collector, allowing the full demo to run again.

That one paragraph contains most of digital preservation: old media fails, incomplete copies multiply, somebody kept a backup, and suddenly the thing is recoverable.

The page does more than describe it. There is a large screenshot gallery, the complete demo disk image, the original demo guide, video footage, and instructions for running the software through an HP 9845C emulator based on MAME.

A technical page that earns its URL

This is the kind of old-web material search engines are good at only after somebody has done the hard part. The page ties together a specific computer, part numbers, software, a designer, screenshots, damaged media, downloadable artifacts, and enough context to explain why any of it matters.

Webmasters building historical resources should notice the pattern: preserve the files, but preserve the explanation around the files too.

This HP page was found in the larger CacheRat Ancient Web research list.

Explore the 1,967 Ancient Web Domains research list

The screenshots alone are worth the visit. The fact that you can still download the demo is better.

Return to the HP 9845C Demo archive