Code center > Suggestions
World setup
k0zm0:
World setup - by that I meen, to setup a simulation and break it into sectors.
Like: braking 1 big square into (let say) 9 small ones.
We have a sim, we have a total of reasources used by sim...
Couldn't ve make terrains with it, simply setting values for each sector.
That way we have different enviroments for different types of bots. But limiting reasources only to sectors is not enough.
For example: If we have two totaly different sectors and we have bots live in one but not the other, how could a bot survive, if bot accidently moves to other sector? It couldn't survive. At least not for long...
But, if we set enviroments to turn from one to other at edges, than bots could have a chanse and time to evolve to live in a different enviroment.
My vision is to have 1 sim devided to 9 sectors, each having totaly different enviroment.
The enviroments are turning from one to another at edges.
At the center sector (enviroment, teritory, square... whatever), we have bots and vegs. Could they evolve and spread to a different enviroment?
(Idea came after chating with Zelos)
k0zm0:
Hm... no posts... THE HELL WITH IT!!!
Numsgil:
When the env grid is finished, I'll create a 'paint brush' mode to let you 'paint' various properties on the grid. That should give you what you want.
PurpleYouko:
It will probably be worthwhile to have an entire e-grid editor program, either running within DB or as a stand alone program.
We will need to be able to make walls, niches, cubby holes, sources and sinks of all e-grid materials etc. It will also have to be switchable to all the different e-grid levels
That is the kind of thing I was planning
Botsareus:
Just make sure its still possible for the program to randomly generate all that stuff as an option...
And dont forget about the 50/50 system were robots start out living on methane....
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