Code center > Bugs and fixes

Something wrong with tie physics

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Numsgil:
I was thinking that the commands that lock onto ties and memory locations should be able to be changed during the execution of the DNA.

Like:

Lock onto tie 5
Lock onto memory location .up
store 10 there

Lock onto tie 6
Lock onto memory location .up
store 10 there

lock onto memory location .dx
store 5 there

All during one cycle.

That allows communication of multible bots to each other, provided that they have a tie to each other.  I still favor the idea of communicating to a bot seperated by several bots  through several intervenous ties.

That is, if A->B->C, then A has to communicate through B to get to C.  It can't just go 'hey, C!'.

PurpleYouko:
I quite agree there. A should never be able to comunicate directly with C. It should be like nerves firing implulses. Each nerve ending (bot) has to be directly involved.

I also like the idea of multiple comunications per cycle. Could bog the program down on complex bots though. We could set up a tie comunication stack that is activated directly during DNA parsing then a single loop to update all memlocs of tied bots. Probably the quickest way.

However that wasn't precisely what I was referring to.
What I am aiming to acheive is for a single bot to be able to mass-move the whole MB in one step.
Imagine the situation where a large MB (eg. Hexagonis) wants to move somewhere. It has one head that decides the direction and speed so this head has to somehow tell the whole lot of them to move in a specific direction.
It can't just send a message for everyone to move "up" as they are all facing different ways.
What is needed is a system whereby the impulse to move "up", as defined by the head, is translated through the whole MB such that they all accelerate in the same direction at the same time. This isn't so much a comunication as it is each bot simply matching the vector of acceleration of all tied bots. This way only one "up" command needs to be issued by one bot in order for the whole MB to move.

Numsgil:
trefmyX tells velocity of a tied bots from your own point of view, so that might be a good place to start.

I also think there are several different types of ties that we should make, that change the ways they cause connected bots to move.

Like:
springs, (stretchy, like what we have)
bones (don't stretch at all)
clamped springs (like those things on doors that stop them from slamming.  Velocity decreases as you get closer to natural length)

PurpleYouko:
That was kind of the way I was thinking when I implemented ".stifftie" some while back. It was intended to damp ties out somewhat and was partly successful. I didn't really go far enough though.

Numsgil:
Try letting stifftie go to like 32000.  I'm curious what happens (I haven't looked at the code yet for it...)

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