General > Announcements
2.42.3b Now Available
Numsgil:
--- Quote from: EricL ---A lot of issues stem from the quantum nature of cycles. Bots with high velocity can move a lot further than a pixel in a cycle, which means they can penetrate other bots before the code even gets to know there has been a collision. For fast moving, small diameter bots, they can even collide and pass their centers before the code gets a chance to do anything. I suppose we could move collision detection to be predictive in cycle n-1, but I'm not up for that today...
--- End quote ---
What we really need to do is a "sweep collision" test. Basically make a long cylinder which is the bot's continuous position between opos and pos. Test this against other bots' position cylinders.
If they intersect you need to find the point where the cylinders touch. This point gives you both the time at which they collide and the position.
Seems overkill to use the time from that collision (time steps are already rather fine), but it certainly would make sense to use that position in figuring out collision response.
Shots already do this when they test against bots, mostly because you have a line instead of a cylinder so it's alot easier.
Elite:
--- Quote from: Elite ---I've narrowed down my collision bug: If the first bot on the list is 'blocked' the collision detection for all bots is disabled.
--- End quote ---
Any idea as to why it might be doing that?
EricL:
--- Quote from: Elite ---Any idea as to why it might be doing that?
--- End quote ---
Yea, it's because I'm an idiot. I had a stupid bug: rob(1) instead of rob(rob1). Doh.
2.42.3b is posted. This bug is addressed and fixed bots are treated as if they mass 32000. I think we have it now.
Testlund:
--- Quote from: EricL ---Bots arrn't solid. Collison detection just applies forces to their velocities. The forces are scaled by their mass so this can result in some strange behaviour. For example, if a massive non-fixed bot hits a lightweight non-fixed bot, things appear like you expect - they penetrate some, the massive bot gets deflected a little, the less massive one gets deflected a lot. But if the less massive one is fixed, the amount the massive one gets deflected remains the same so it will appear as if the massive one moves through the smaller fixed one and only gets deflected a little.
--- End quote ---
Sounds realistic to me. I see the bots as living cells, not solid marbles.
Hmm... I'm not sure about trying 2.42.3b, because I'm not interested in using fixed bots anyway. 2.42.3a works nice I think.
Elite:
Darwin2.42.3b.exe is corupted. It won't extract from the zip file
Anyone else notice this?
I think you may need to re-upload it
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