Code center > Suggestions
Digging into the egrid
Numsgil:
I'm hoping to allow the env grid to have such broadly defined materials that things like dirt, etc., that seem special cases are in reality just subsets.
Absorbing dirt, however, can only be done from adjacent squares. So we need a way to absorb from grid squares adjacent to the current one. And then of course you have the issue of fat bots.
So are we thinking a custom absorbing method then? Something like ties would be neat, but it might be difficult to implement.
Zelos:
I think it should kinda be 2 layers, one is the upper one where you start, and one is a lower one where you can use a dig command to dig down to the lower dirt level.
You keep digging as long as .dig = 1 and you're there and there is dirt in the way. The energy to move will then be higher since you're digging. When set .dig = 0 then you dig up again, back to the surface. If you then enter the hole you dont need to set .dig to anything.
Numsgil:
That's an idea, but it's a little flat still. You're either above ground or below it. That works for some behaviors but makes ant nests more difficult (I'm thinking I'd want nests like simant has).
PurpleYouko:
Let's not get into 3d just yet. Don't really like the layers of "depth" idea much. Should be more like the side view of a very thin ant farm.
Zelos:
its not 3d, we just simply have a few levels of 2d, we can have more levels if we want. like if there is 4 levels then 3 .dig would mean we dig to the deepest one
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