Bots and Simulations > Evolution and Internet Sharing Sims
Tie Movement
intron:
Did you ever heard of "Dawin Pond"?
It's a evosim simulating small bacteria like things with a variable number of subdivided tails. after some time, real gliding behaviour evolves.
i think it doesn't seems too complicated to implement this in DB. By setting the volutary movement cost to a high level, cooperation between bots would be crucial for survival.
Try out "Darwin Pond" - this kind of estetic behaviour in DB would be great!
[a href=\'index.php?showtopic=0\']http://www.ventrella.com/Darwin/darwin.html[/a]
Houshalter:
Sorry, it gave my this:
--- Quote ---The error returned was:
Sorry, the link that brought you to this page seems to be out of date or broken.
--- End quote ---
intron:
hmm.. sorry.
don't know, why it won't work.
just copy-paste it.
it's worth it!
Houshalter:
--- Quote from: intron ---Did you ever heard of "Dawin Pond"?
It's a evosim simulating small bacteria like things with a variable number of subdivided tails. after some time, real gliding behaviour evolves.
i think it doesn't seems too complicated to implement this in DB. By setting the volutary movement cost to a high level, cooperation between bots would be crucial for survival.
Try out "Darwin Pond" - this kind of estetic behaviour in DB would be great!
[a href=\'index.php?showtopic=0\']http://www.ventrella.com/Darwin/darwin.html[/a]
--- End quote ---
Testing, testing, this link SHOULD work
Ammeh:
I think this could be adapted somewhat. Get rid of .up etc altogether, and make movement dependant on *doing something*.
It will open the door for so many more movement patterns and new behaviours, and become more true-to-life.
For example, firing a shot would send you in the opposite direction (newton's laws), moving a tie would drag through the "water", propelling you forward. Perhaps there could even be a new variable for growing little hairs to manipulate.
This shouldn't be too difficult code, although it would probably require some modifications of DB's physics.
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