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God doesn't play dice

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Botsareus:
yea strafing...

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 add Sin and Cos Num , not a bad idea at all. (There are more uses like my lessbeef bot)

Ill figure the rest out myself.

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Also in the current system a robot set to go at 10 (10 .up store) will instantly reach speed 10 and go on speed 10.

My Idea is:

Lets say the speed limit (absolute vilosity) is 100

Each cycle a robot fires a booster at 1 .up store that means it will take say 300 sycles to reach speed limit (speed 100).

If Each cycle a robot fires a booster at 10 .up store that means it will take say 30 sycles to reach speed limit (speed 100).

If [you]skip 1 cycle [/you]a robot fires a booster at 10 .up store that means it will take say 60 sycles to reach speed limit (speed 100).

A non-liner curve will look even better , I posted an example of one before in this tread as a picture.

The speed will gradualy increase until it reaches 100.

(I do however notice this when alga gets hit by a moving robot, It gradualy decelerates; Not instantaneously)

Numsgil:
Okay, say you store 2 in up.

First this impulse is scaled back by the movement factor in the physics page.  The default is .8, which means you must multiply 2 by .8, which gives you 1.6

Next, this acceleration is divided by mass.  Mass = 0.5 + (.body / 10000) + (.Shell / 200).

Then it's applied to the bot.

If a bot is moving, friction acts on it, slowing it down by percentages each cycle.

Botsareus:
If that Acceleration is notisable by the user abserving the simulation then I like it.

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Will be nice if you add Sin and Cos as well.

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Getting back to shvartz idea: Shvartz what do you want to have happen when a moving bot hits a stationary bot. I think some pool play is great.

 If we make a seporate system for the kind of motion you prepose then [you]hitting something will simply slow[/you] it down is a good idea under your rules shvartz.

But the rules of my seporate system playing some pool is still on.

I think making both types of movement systems available for the bot is a good idea.

Botsareus:
Num, your lest post was an idea or how db works now?

Numsgil:
Without momentum colision has no meaning.  Bots move just enough so they aren't overlapping then stop.

Bots, that last post is how it works now.

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