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Poll: Robot's eye strength linked to pond mode and night time
Botsareus:
The next release DB2.45.03Beta will focus on making a sexually reproducing Eco-system in Pond Mode.
There was an idea to add shadows to Pond Mode. I kinda liked that idea and am planning to implement something similar.
My idea is to have eye strength diminish the deeper in the pond a robot is based on light intensity at that level.
Following the same thought I have decided to reduce vision by, say 20%, for robots during night time (day and night cycles) quote:
"i don't think that any animals can fully see in the dark but some have improved night vision like cats"
If you have specific comments please post 'em.
Thank you for your participation in advance.
Botsareus:
[Bump]
Working on a buoyancy fix now. Buoyancy will cost energy. If all conditions for buoyancy are met the formula is:
--- Code: ---Robot's distance from top (calculated from it's setboy level) / Top down distance * the energy loss to fight gravity with voluntary moment ( Y-gravity calculated in ) at a given mass ( chloroplast effect on mass not factored in)
--- End code ---
Tilthanseco:
Is the amount set in buoyancy(.setboy) correspond to a level the bot floats at, or does it offset the mass of the it.
Should nrg be charged constantly or just when bots change their buoyancy. I think the latter.
Botsareus:
No, .setboy only sets the level at witch the robot floats at. It has nothing to do with the mass since mass effects only to z-axis gravity (not y-axis gravity) but I still want mass to be calculated into the formula.
--- Quote ---Should nrg be charged constantly or just when bots change their buoyancy. I think the latter.
--- End quote ---
Think of a hot air balloon, you constantly have to keep the air worm or the balloon will sink.
The thing is I don't want buoyancy to end up working just like a '90degree .setaim and N .up' commands , but I do want to charge it with voluntary movement costs.
Robots will start at zero (button of screen), a max value of absolute 2000 means float to the top of the screen.
Hmm, I am still considering it though. Can you give me a formula you had in mind? I'll think of something myself.
I am thinking we will take voluntary movement cost, multiply that by mass, multiply that by Y-gravity, multiply that by a value. But what should the value be if a robot can remain buoyant indefensibly?
I don't want robots to slowly lose buoyancy because this yet again makes it look like the '90degree .setaim and N .up' commands.
I am going to use Y gravity itself to float the robot, I have not tested this yet but the idea is:
Let's say the robot is set to half way up the screen.
If the robot is above that point the Y gravity is down.
If the robot is below that point the Y gravity is up. (reversed)
The idea is, the robot should start bouncing at half way up the screen, and if there is enough friction (this one will be fun to test) the robot should stabilize at half way up the screen.
Tilthanseco:
Ok, since buoyancy auto-magically keeps them at a certain level, then it should be charged constantly.
("or does it offset the mass of the it," I meant weight, like a balloon like you present; although, if in a liquid it would be just air and not leak that much.
Then the bot would spend nrg keeping itself at the desired level with condition statements, extra dna, and the cost of adding buoyancy)
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