General > Off Topic
A point on movement in Darwin Bots
PurpleYouko:
But you are talking about the e-grid.
I am talking about the x and y coordinate system which in a standard game under F1 conditions is somewhere around 8000 X 6000.
Anything over size 4 kills it.
:( PY :(
Numsgil:
What I'm saying is that instead of representing sizes to the robots in terms of twips (which are very tiny) we represent in terms of the Egrid squares, which are roughly the size of robots.
If a man is measuring distance in millimeters, it might not be a bad idea to hand him a meter stick.
PurpleYouko:
OK I see what you are getting at but the problem then will be that as we get to larger and larger sims, the e-grid squares will become proportionally larger than robots so species like my Ant-Bots will not be able to find their way back to the queen.
To be honest I don't think they would work too well at size one in such a system. They need precise coordinates to feed the queen.
With some different programming I could make them work at size one but just imagine size 100. To a robot in that scale, one egrid square would be the equivalent of the entire screen at size one. There is no way that any kind of ant-bot could work in that kind of system. All the commands like .angle, .ypos, .xpos etc. would be about as much use as trying to find a street address with a map that only shows state highways.
:( PY :(
Numsgil:
I was thinking that are larger sizes the egrid's squares don't get larger, it just gets more of them, with each square being the same size.
For an ant bot, the queen is definately about as large as a single Egrid square. An ant bot would have to go towards the queen's Egrid then look around for it.
She shouldn't be too hard to find, she's so fat...
(how fat is she?)
she's so fat when the drones come back to return food, all they have to do is fire in her general direction, even if they're halfway across the field.
...
[Fires writing staff]
PurpleYouko:
More egrid squares?
That would get incredibly memory and processor intensive at large sizes wouldn't it.
To update the grid you have to scan the entire grid from top left to bottom right and adjust the level of each square based on the others around it. Imagine doing that on a size 100 sim with 12,000 X 9000 squares.
That would make 108,000,000 grid locations to update :blink:
Don't think that is feasible. Do you?
That is why my vision of the e-grid (well Carlo's actually) is to keep it as 120 X 90 for all sizes, just change the scaling factor.
:D PY :D
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