A number for every design
A fitness function is just a rule that scores a design — here, the tower’s usable floor area. Apply it to every point of the map at once and the space acquires relief: warm where the score runs high, contour lines tracing equal value like a topo sheet. Your design is a hiker with an altimeter.
Drag around the map and read your score.
Peaks, and false peaks
Real landscapes are multimodal — several hills, one true summit. And here is the oldest trap in optimization: stand anywhere and walk straight uphill, and you reach the top of your hill, which may not be the top. Tap anywhere to release a climber and watch which basin claims it.
Tap to drop climbers; ★ marks the true summit.
Whose “better”?
The landscape isn’t discovered — it’s declared. Score the same towers for raw floor area and the champion is a fat full-height slab; score for material efficiency and a modest mid-rise wins; score for slender drama and a tapered spire takes it. Same designs, three landscapes, three different champions. Choosing the objective is the real design act.
Switch the objective; watch the terrain and champion move.
Better lives on the edge
Now lay last chapter’s rules over the terrain. If the free summit is illegal — too tall for the cap, too greedy for the daylight plane — then the best legal design slides downhill until it hits a rule and stops exactly on the boundary. This is why real buildings are built to the height limit, to the setback, to the budget: optima press against active constraints.
Toggle the rules and watch the champion hit the fence.
The landscape room
The terrain in full relief. The fitness surface stands as a shaded 3D model you can orbit — choose the objective and watch the mountains rearrange; switch on the site rules and see the illegal territory sink into shadow with the legal champion ★ pinned to its fence. Tap the small map to drop climbers and watch their uphill trails sort themselves into basins. Next chapter, we stop walking uphill and start searching properly.