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Expanding Energy types

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gymsum:
I'm not talking based on an infomercial, I'm going based on reality. What allows for things like crabs to build a shell? Minerals and protein, the protein dries up and the minerals form a hard shell. This idea had nothing to do with imrpoving bot health, but rather implementing a system whihc allow bots to use elemnts to create tools.

Peter:

--- Quote from: gymsum ---I thought tie feeding was limited to tieval -1000?
--- End quote ---
Indeed.


--- Quote from: Numsgil ---Eric pretty much implements new features as he likes for DB2, which is usually a good thing since it brings the program closer to what I want to do in DB3.  We usually agree on adding new features.  If/when he thinks DB3 is a better base than the current DB2, he'll probably freeze DB2 and help me finish DB3.  But DB3 will probably need to be fairly feature complete at or before that time.
--- End quote ---
Hmm, he is inproving DBII further and further. You're making a new DB almost from scratch. Well, why would you think DBIII would become better than the second version. I would think that by the time you finished DBIII, DBII would already become a lot better. There is probably a clear reason, but I sense a competition between DBII and DBIII, witch one will become better.


--- Quote ---Anyway, to the discussion at hand.  Gymsum, you're concept of biology seems less grounded in, well, biology, and more in those infomercials that play at 3 AM ("are you having a bowel movement 30 minutes after you eat?  You're supposed to!  It must be those toxins running around in your body.  By placing this piece of paper on your foot every night, you can draw out those toxins for a cleaner life!  Only 4 easy payments of 29.99").  Even the current concept of waste is fairly... artificial.
--- End quote ---
What is a 'bowel of movement' anyway?

To make a waste system that would be accurate with nature, you would need an complicated one. I could come into the way that a bot could be killed by a copper-shortage or too much water.  Both happens in realily too.


--- Quote ---However, my idea for DB3 was to have bots eat bits off of shapes to create nests and so forth.  I think this is something Eric wants to tackle as well at some point.  If/when that happens, I would recommend using the substance that breaks off of shapes as the raw material to form shell with, or anything else that needs a concept of inorganic raw material.  I was thinking of calling it "Hard", but that probably could get confusing, so we can call it pretty much whatever we want (I'm not a fan of "mineral" though).  Have bots have to poop it out after digging, and give it a certain amount of volume and mass.  As for increasing tie strength... the strength of a tie is somewhat limited by what the physics engine can handle.  Ties that are too strong will cause bots to vibrate chaotically.
--- End quote ---
Hmm.....
Yes, now my bots will build a castle from ''ít'' this way they will be protected by other bots, they can will breed veggies without being disturbed. Without attackers they will study computer science, escape out of darwinbots, use my computer as their international base to conquer the world.

Anyway, sounds well. Also something in the mind of elements and sources the bots are needed specifially to do stuff. Like calcium for shell or nitroglycerin to blow up the sim. I can remember something of it, it is already on the to do list, right. Wasn't it even planned for DB way before I was a member of this forum. I can remember something of a grid or something.

Numsgil:
I was specifically referring to the first sentence of your second paragraph.  Otherwise I agree that it would be nice to enrich the interactions of a bot with its environment.

Numsgil:

--- Quote from: Peter ---Hmm, he is inproving DBII further and further. You're making a new DB almost from scratch. Well, why would you think DBIII would become better than the second version. I would think that by the time you finished DBIII, DBII would already become a lot better. There is probably a clear reason, but I sense a competition between DBII and DBIII, witch one will become better.
--- End quote ---

Sort of fitting that there could be competing versions

My focus on DB3 is primarily on physics.  My goal is to build a physical system that is more robust than the present one, allowing for complex multibots to do things like swim around using squid-like jet propulsion, or fish undulating movements, and allow a stack of dead veggy corpses at the bottom of the sim without causing a veggy tornado .  There are a whole bunch of other things too, mostly small things that will make life easier.  I also get to make breaking changes that Eric may not be at liberty to do.


--- Quote ---
--- Quote ---Anyway, to the discussion at hand.  Gymsum, you're concept of biology seems less grounded in, well, biology, and more in those infomercials that play at 3 AM ("are you having a bowel movement 30 minutes after you eat?  You're supposed to!  It must be those toxins running around in your body.  By placing this piece of paper on your foot every night, you can draw out those toxins for a cleaner life!  Only 4 easy payments of 29.99").  Even the current concept of waste is fairly... artificial.
--- End quote ---
What is a 'bowel of movement' anyway?

--- End quote ---

Taking a crap.


--- Quote ---To make a waste system that would be accurate with nature, you would need an complicated one. I could come into the way that a bot could be killed by a copper-shortage or too much water.  Both happens in realily too.
--- End quote ---

It's a balance.  Darwinbots should represent an idealized, abstracted form of reality.  Make it too simple and it's boring, but make it too complex and it's unwieldy.


--- Quote ---Anyway, sounds well. Also something in the mind of elements and sources the bots are needed specifially to do stuff. Like calcium for shell or nitroglycerin to blow up the sim. I can remember something of it, it is already on the to do list, right. Wasn't it even planned for DB way before I was a member of this forum. I can remember something of a grid or something.
--- End quote ---

It was talked about a lot but nothing really came of it, because of performance issues mostly.  Although I think shapes are a good first step.

bacillus:
Maybe having shots decay shapes and being able to tie to them would be a way to approach the problem without entierly changing the current code.
Notice the bad pun?

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