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Hello! (and newbie questions)
Lovely Acron:
Okay. If I'm judging the atmosphere here right, multibots won't really be easy until version 3, right?
EricL:
--- Quote from: Lovely Acron ---Okay. If I'm judging the atmosphere here right, multibots won't really be easy until version 3, right?
--- End quote ---
I wouldn't say that. I have a rather nice multibot going at present....
I''ll tell you the trick. Forget about trying to assemble a multibot in a series of timed steps using exact relative distances or angles or positions. Doing that is really hard and ends up being super fragile. The slightest change in phsycis or environment or another bot bumping you at the wrong tine and it all goes to hell. Helios is about the only multiibot I know that was able to do that successfully adn he's been broken a long time now.
The trick is to program independent, self asssembling units that can hook together over time, if and when they encounter each other and then negoiate their relative functions dynamically. Go for something basic first, like a simple snake or a worm. There's a reason nature uses segmentation so liberally. It works and it's relatively easy to code.
Endy:
It's actually better to use setaim for MB turning. Bots turning via setaim don't effect the rest of the MB structure, so bots can hunt/search as individuals, but still reap the bennefits of being a multibot.
314 rnd *.aim .setaim store
I still think the standard turning commands could be useful in MBs as a sort of evasion technique, suddenly spinning the whole MB at once to confuse/counterattack enemies.
Peksa:
--- Quote from: Endy ---314 rnd *.aim .setaim store
--- End quote ---
I think that would be
314 rnd *.aim add .setaim store
Numsgil:
--- Quote from: Lovely Acron ---Okay. If I'm judging the atmosphere here right, multibots won't really be easy until version 3, right?
--- End quote ---
Easier, anyway, since the physics engine will be more robust. But Eric looks like he's managed to get a rather impressive MB worm going, so maybe a nice MB is possible.
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