Code center > Darwinbots Program Source Code
Blocks and Walls existing together
Endy:
Horray
In a version I've been developing I've manged to duplicate and alter the wall subroutines enough to make mobile blocks. Haven't done a full scale run with them yet, but during testing, The One began using them to form stable MB type structures. Very cool looking
Think I've also stoped both walls/blocks from dying. I still need to do some longer sims to double check.
I think we can do alot more with the wall creation tool. It looks like it'd be possible to add in any type, wall, corpse, veggie, bot. I'll keep tinkering and see what I can come up with.
Oh yeah, I've modified the robdata to allow direct copying of the dna from there. Still buggy when dealing with the mysterious numberless bot. Besides that it works great for rapidly grabbing evolved dna.
Testlund:
Yeah, it sure whould be cool if one could create isolated areas where different species can evolve. I tried to draw walls many months ago but it didn't work. Very buggy, and I don't think it has been fixed in any later version. But there are more important things to fix, so it doesn't bother me much.
Endy:
Think you're misunderstanding the version I'm using/made has walls up and working correctly. I've also added in the ability to make basically unfixed walls or blocks.
--- Quote ---Yeah, it sure whould be cool if one could create isolated areas where different species can evolve.
--- End quote ---
Walls can be used to do this but it's something of an unsatisfactory solution. It's more of a physical seperation, than a true enviromental seperation. I've toyed around with slanted walls in non-torroidal gravity mode. I think they're best used when they are used to direct the veggies, causing an unequal food distribution. A funnel or a ^ sort of shape can be used to direct falling food to or away from a particular location, creating different selection pressures.
I'm also trying to come up with a better veggie feeding system. I'm trying for a more realistic feeding model with numbers of veggies affecting the amount sunlight/nrg they receive.
What I want is basically:
tok = tok * (maxvegs / totvegs)
' the correct names are used in the actual code
.nrg = .nrg + tok
Anyways, it doesn't seem to respond properly to changes in veggie population. As population rises they should receive increasing less nrg until they receive none at all. As animals kill off veggies the feeding nrg begins increasing again. If it only worked
PurpleYouko:
That is more or less the way it always used to work.
We changed it because it was a pain in the ass.
Your formula looks like an improvement over the original though.
As total energy of all bots was involved and not just total veggies, it was actually possible for tok to become negative in the old system.
Numsgil:
I think the best feeding method is probably per kilobody, since it still is on a per veggy basis, but it discourages runaway growth.
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