Code center > Suggestions
Compartmentalization of the Bots
Elite:
I think that Griz was playing about with amphorus blob bots
:boing:
And 3D, which would be cool. You could form more complex multicellular organisms in 3D ... ^_^
Numsgil:
I'm making the C++ port with respect to how to easily upgrade it to 3D. The engine will handle bots moving in 3D. The graphics would need to be updated to use spheres instead of circles (or maybe use billboarded circles), and a bunch of sysvars would need to be added...
But the engine could handle it. Just thought I'd throw that in :D
What griz is showing there is raytracing I believe. A conceptual idea not actually having anything to do with the engine at present. But still looks pretty sweet :D
Endy:
I have a bit of time to spare again :)
Not to get too far off topic here but why can't the engine support different shapes?
The old "transfer gate" repulsion field, acted as a sort of hill for the bots. Would it be too difficult to mark off an area to act as an object/barrier/bot?
I was kind of thinking a user could define the general objects for a sim. While the bots could evolve their own shapes (not skins, actual functional shapes here).
Different "physical" objects and bot shapes would probably add tons of depth to a sim if we can get them working right.
Numsgil:
The basic problem of non circular bot shapes (and other shapes for that matter that aren't either square, circle, or something simple like that) is collision detection. Circles make it really easy, and squares aren't too bad either, but when you delve into curces and thigns it becomes difficult.
Elite:
How about handling phagocytosis by defining the bot as a circle as usual, and defining the phagosome as a smaller circle. See the attached jpeg
That way you can define the whole shape as two circle centres and radii
Collision detection need not be affected.
Do you understand what I'm saying?
BTW, the smallest circle is another, smaller, bot. How about you can only swallow another bot if it is smaller than you
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