Wouldn't making it 3D increase the physics calculation too much ?
It would, but not as much as you think. It's straightforward enough to scale to 3D if I had a working 2D version. But for the initial release I think it'll be 2D.
Anyways, from what I understood the bot has one tie and can form 2 of these links (One on each side)...
Or can you make several links in each end ?
The technical side is straightforward enough to have as many joints as I want, wherever I want. However, allowing bots to change their shape might put some tax on the system, and limit the effective number of joints.
There was a great picture on Wikipedia that illustrated what I wanted to do, but I can't find it anymore :/ Basically, there are two types of connections bots might form. The first allows for something that looks a tree. Bots connecting multiple other bots together at their end points. A long snake would be the simplest form, but you could also form something like a stick figure. Each joint would also be a motor, so bots could apply force to change the angle (a walking stickman might be possible, but more realistically I tink a bunch of bots doing "the worm" to crawl along the top of shapes is more feasible.) Something like a fish might also be possible, a long snake like bot wiggling to produce drag and net motion. The second is a tissue layer that looks like a long stack of pancakes, or offset, looks like a brick wall. This tissue form could be used to form something like a volvox: a bunch of bots all connect in a long stack, with their heads larger than their tails, to form a curve and eventually a large ball, with a hollow space in the middle. In order to get to the inside of the volvox, another bot would have to either be eaten and pooped out by one of the border cells, or kill a handful of the border cells and squeeze in.
I'm working on the physics right now. I need to find a way to balance rigid bodies (which are easy to simulate) with some slop in the joints to form something like a flexible tissue. Once that's done (probably a few months yet), I'll start working on the control scheme. How the bots will actually control and form these shapes. This is definately the biggest step. Once I get the physics down, most of the rest I know how to do.
Either way it seems to me like it would be cool if you could adjust the length of a bot, so you could use the conventional round shape or make your bot longer.
Yep, that's what I'm planning. Still working on how it would work though.
The downside of only creating links through birth would be that small organisms who infiltrate larger complex organisms would have no way in.
It would be very easy for a complex organism to form a "skin" to keep out small bots. But a small bot can always kill the skin cells and force its way in. Or trick the skin in to eating it and pooping it out the other side maybe.
I'm also trying to figure out where the "canon" would be located... if it's in the midle it will be more effective at covering the sides... if it's in one end the rear will be very vulnerable forcing bots to keep on the move, and creating a dilema when linking complex organisms...
Maybe there could just be 2 possible shapes, you could just pick one when giving birth, this way a long bot could have a canon in each end and cost more to grow...
Either that or you could just have 2 canons all the time, and stretch the bot as needed, if it doesn't make short(round) bots owepowered compared to the longer ones.
You've lost me. What cannon?
I definately think it would be a shame to remove round bots altogether, I can't imagine the longer bots would be as easy to controll... single cell organisms would get knocked around all the time, wouldn't they ?
A round shape would just be the bot making its dorsal axis as small as possible. Sort of a fuzzy logic control scheme. Bots set values that represent how hard the cytoskeleton is pulling in different directions. The physics engine then determines the appropriate changes in shape.