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Darwinbots 3 Progress
Prsn828:
--- Quote from: abyaly ---I've seen a few different ideas floating around; have you decided what's going to happen with ties/physics/bot shape?
--- End quote ---
I believe Nums has made a decision on how the ties will work, and the physics is the same; Nums tends to make the majority of the major decisions, but it is his project, and he is more experienced.
I can give a definite answer on the shape of bots. Here goes:
-Bots will be Iscoceleze Trapezoids.
-One side will be the "head", and the other will be the "tail".
-Both the head and the tail will be able to change width, but this might not happen until after M1.
-The height will also be able to change, but again, this will not likely be present in M1.
Some things to note:
-Theoretically, when they can finally change size they could turn themselves into Triangles, which could be interesting.
About ties:
-It is my understanding that ties are going to work more like hinges, where two bots (or a bot and a wall/shape) form a connection at a point on their perimeter which, according to Nums, does not necessarily have to be at one of their vertices.
-Ties are not going to be connected at the center of a bot.
-The plan right now is to partially ignore collisions between bots(or shapes) that are directly tied to one-another.
As for the Physics:
-Right now we are working on this.
-So far we are concentrating on the collision detection.
-Proximity will be judged based on bounding circles, so that if two bounding circles overlap a collision might be occurring. This lowers the amount of calculations done by the physics engine.
-The physics will almost certainly be from scratch, as there are no suitable physics engines for a program like this.
Again, don't expect too much from M1; Personally, I would be glad to even have a blank window pop up at this point, but by that time there will be plenty more that has already been coded.
Keep the questions coming; this is how we can best find holes in the design
Ta-183:
Will DB3 be multi-core aware, or be able to use processor power on graphics cards?
Prsn828:
--- Quote from: Ta-183 ---Will DB3 be multi-core aware, or be able to use processor power on graphics cards?
--- End quote ---
There is a good chance that these will both be available to some extent. The Vectors we are currently using are likely able to take advantage of graphics card capabilities behind the scenes, but I can't promise anything at this point as far as multiple cores and graphics card processing go. At the moment there is nothing this could be used for anyway, but it is definitely a possibility.
It should be faster than DB2, even without these kinds of features.
Numsgil:
--- Quote from: abyaly ---I've seen a few different ideas floating around; have you decided what's going to happen with ties/physics/bot shape?
--- End quote ---
Each bot gets a single tie. Ties are not meant to be used to form multibots, but are more like mosquito suckers. Their use is primarily to drain nrg from the target over cycles, and to keep that other bot close. They might be springy, or they might be extremely rigid. It depends on how unstable a spring would be.
Bots are trapezoids. Basically the capsule shape we were talking about before but without the circular end caps. We might add circular end caps in the future, depending. Prsn's done a pretty good job of explaining how they'll work, so I don't really have anything to add.
Multibots are formed with "hinges", where basically two points on either bot's perimeter have to stay within 0 distance of each other. They can freely rotate around this point. Hinged bots are partially able to rotate into a collding state to allow for a larger degree of rotational freedom. The exact mechanics of forming a hinge I haven't decided yet. It'll either be done with something like a tie pulling the two bots together, or maybe a bot becomes "sticky" and collisions end up creating hinges, or maybe bots form a hinge during reproduction between child and parent.
--- Quote from: Ta-183 ---Will DB3 be multi-core aware, or be able to use processor power on graphics cards?
--- End quote ---
To a limited degree it'll be multi core aware. What I mean by that is that each bot's DNA could potentially be executed on a different core. And physics to a limited degree can be passed out to different cores. But for something like this there are computationally expensive areas that can't really be passed out to different cores ("serial" operations), so it'll never be able to utilize 100% of all cores. Expect maybe 70-80% utilization of multiple cores. Which is probably a good thing since that still leaves you quite a bit of processing power to actually use your computer.
It'll utilize graphics cards for graphics, but it's infeasible (though not impossible) to push more to the card because the data has to be retrieved back from the card to the CPU at some point, and that bottleneck tends to be really slow. But things which don't need to be known on the CPU side, like the fireworks effect when a bot dies, can be offloaded entirely to the graphics cards.
Peksa:
Have you thought how sexual reproduction will be handled? I think it should be made somewhat easier than in DB2. I don't know if anyone's really tried, but it's really hard to get going in evolution sims and after that to preserve it.
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