The previous page shows an evolved design of a sports car. It was defined to be symmetrical about the plane z=0 and was evolved from an initial population of random shapes.
The desired functions of the design was defined by three reusable 'evaluation modules'. These specified that the car should be a certain size, should be unfragmented (i.e., no part should be unconnected and 'float free' of the design), and that a number of specified forces acting on the design should be generated when particles flow past it. To evaluate this, a naive particle flow simulator was used to fire particles at the design (simulating the flow of air), and calculate the forces generated when they bounced off the design.
Despite the limitations of the solid-object representation used (only able to approximate curves), the streamlined sports car design shows sensible features. It has a sloping bonnet (hood) and a 'curved' windscreen, to minimise wind-resistance while generating down-force over the front wheels. It also has side fins to direct air to a large back spoiler which generates the required down-force over the rear wheels. The end result is one of my favourite evolved designs -- a nice streamlined car, which, although the computer has no idea about aesthetics or convention, is quite recognisable as a sports car design.