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Ties in 2.4

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Elite:
I've been digging for old threads, and there's some great ideas down there  


--- Quote from: PurpleYouko ---Numsgil and I actually had a discussion along these lines once before.
The general consensus was that making the system work with two numbers on top of the stack would be detrimental to evolutionary advances since it makes the chances of evolving a specific sequence a lot lower.
I could be wrong though. It was quite a while ago but as far as I remember that was the reason I used the tie controls the way they are now.
--- End quote ---
I believe that this is the discussion you are refering to:
New Tie Structures

And there's some more discussion here too:
Tieports


--- Quote from: PurpleYouko ---Very few robots (probably all my own) have really utilized the tieport controls anyway.
--- End quote ---
Personally, I find them extremely useful. They are powerful because you can control multiple ties in one cycle.

PurpleYouko:

--- Quote ---I believe that this is the discussion you are refering to:
New Tie Structures
--- End quote ---

Yup that's the one. As you can see my idea was very similar to your own. Only difference is that I put my address variable on the stack after the command. Otherwise identical.


--- Quote ---Personally, I find them extremely useful. They are powerful because you can control multiple ties in one cycle.
--- End quote ---
So do I.
Have you ever tried making a bot that crawls by swinging two arms forward and out, fixing them with fix pos then contracting and swinging them back to pull the main body forward.
You can stear it by moving one side or the other different distances.
I tried this once in combination with a trailing veggie for energy. I didn't really spend much time on it though. It was called T-Swimmer but I can't seem to find its code any more.  

Elite:

--- Quote from: PurpleYouko ---Yup that's the one. As you can see my idea was very similar to your own. Only difference is that I put my address variable on the stack after the command. Otherwise identical.
--- End quote ---
Yeah, I really think this would be a good idea. How about a poll to see what the general concensus is?


--- Quote from: PurpleYouko ---So do I.
Have you ever tried making a bot that crawls by swinging two arms forward and out, fixing them with fix pos then contracting and swinging them back to pull the main body forward.
You can stear it by moving one side or the other different distances.
I tried this once in combination with a trailing veggie for energy. I didn't really spend much time on it though. It was called T-Swimmer but I can't seem to find its code any more.  
--- End quote ---
Sounds interesting. Using ties for movement is much overlooked, don't you think? It tends to be the realm of very developed and complex MBs.

It's been a while since I programmed some serious MBs so I think I'll give a tie-mover a go  

I think I'll also give a new league a go - no movement commands allowed, only ties

Elite:
Wow  
Just take a look at this
This is just an early prototype, so it just moves continuously in a straight line, but it doesn't half look cool  

Numsgil:
When I run it the ties just dissapear.
-------------------------------
I'm relatively close to getting the C++ version tie friendly, if you'd like to clear your calender to start playing/testing it for me

I'm probably going to finish at the end of the month with a general release Alpha.

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