rednuht
The rotation speed for each joint on each simulation step is given by:
x * cos(y + z * simulation_steps);
where x, y, and z are the parameters. I've experimented with more sophisticated models, but it was hard to get any kind of evolution in the attention span people give to a browser game. :D3 floats for each joint, to be precise. Then those are combined to set the speed of the motor in each joint on every simulation step.
I tried more complex genomes, but it just takes way too long to get any kind of improvement. It didn't make for a fun casual browser experience. :)
Some gait branches seem to reach a dead-end where any improvement would need to come from a major overhaul of the gene combination instead of small mutations.
The terrain starts to get more variation as the distance increases, so that's another piece of evil against the walkers. :D Maybe I should turn that off.
I've let it run for a couple of days. I don't think I got past 12 steps, but it looked pretty regular walking for a while. :)