Bots and Simulations > Simulation Emporium

Multicellular groups

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shvarz:
I think the easiest way is to calculate the length of tie as the distance between the bots' edges, not between their centers.  Just subtract their combined radiuses from the distance between the centers and keep everything else the same.

On the other hand, as I said we may view it as feature that prevents tiny bots from attacking something they can't handle.  Either way is fine with me.

EricL:

--- Quote from: shvarz ---I think the easiest way is to calculate the length of tie as the distance between the bots' edges, not between their centers.  Just subtract their combined radiuses from the distance between the centers and keep everything else the same.
--- End quote ---

Done.  2.42.6 (out later today I hope) works this way now.  Lets see what people think.  Note I could also change the springness factor if people wanted it to be more difficult for bots to break ties before they hardened...

shvarz:
Short update on the sim: As expected, Carnatus learned to eat these blobs.  I have no clue how they do it, but they do shoot some kind of shots out of their asses...

S.o.G.:
So, in 2.4 the edge reproduction bug is fixed?

Because in 2.3.7, veggies on the edge reproduce on top of themselves. This is really annoying in pond mode plus day/night sims. Veggies on the edge in the daytime can bloom to the maximum veggie population in a 8-bot sized area is a very short period of time, which slows the sim to 1 cycle per second. It is impossible for the bots to clean this up, you have to turn off the sunlight and set the maximum veggie population to zero and wait for them to die off. Hopefully your bots can subsist on corpses while this is happening.

EricL:
A little more detail on what I did for 2.42.6.

A value placed in .tielen now represents the distance from the *edge* of one bot to the other.  It used to be center to center.

The maximum tie length is now 1000 edge to edge.  The actual underlying length is longer (1000 +r1 +r2).  THis means the range of legal values as far as bot code is concerned remains unchanged, but the effective max tie length is now longer.

The defalut tie length when a tie is formed is the distance between the two bots at the time the tie is formed, so there should be no aceleration due to tie contraction at the moment a tie is formed, but the tie will work against subsequent bot accelerations, contracting or expanding at the default springyness.

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