Mapping genetics to organism traits

Next step is to make the organisms actually look interesting. The wobbly circles was mostly for me as a developer to see what was happening in the world, but it doesn't make for an exciting world to look at. At least not compared to having actual animals and plants.
Again, the organisms all have a varied genetic composition. Each organism is most likely unique, just like each human most likely is. Some organisms have a genetic composition similar enough for them to be seen as the same species, or the same genus etc.
Mapping genetics to visible traits
I mapped the genetic composition of each organism to different granular traits of animals and plants respectively. For example, high values of calcium and phosphor make the organism more likely to have bigger teeth, while high values of iron, potassium and sulphur might create a zigzag patter on a plants leaves.
With a large number of mappings to granular traits, I then render and animate the complete organism, based entirely on the genetics, resulting in a wide variety of animals and plants, all evolved organically in the simulated evolution.
Genetics affect behavior and appearence
These animals fight each other, form groups with their own, eat plants and other animals, sometimes after fighting them to death. They find suitable mate for reproduction, threaten rivals, have offspring, teach them which plants to eat and which to stay away from, and where to find them. They multiply across generations, and their species mutate over time, making way for new species.
All based on their genetics. Now it's also starting to become visible. More details will emerge over time.