Code center > Bugs and fixes
Bugs in NEW 2.4!
Botsareus:
Warning really really bad english, do not read:
I love the invisable dots floating arround on the map and taking up memory. The imanse pleasure a user gets when trying to deselect a robot and clicking on one of thouse dots by accesdent, its so mutch exsitment.
A cell is ONLY composed of energy, it is not composed of membrain, nucleos, and the other little stuff. All that makes up a cell is energy.
The mambrain is not stratchy - no - its nanothecknology, it expends directly proportinaly to how mutch stuff is inside the cell. Its the best matirial in town. A feder falls on it and it stratches with the feder.
Even an air ballon, the more air it has the harder it is to blow in it.
There is NO parant child relationship going on in smexe. Instead It really works like this:
Create Random Slab of code ----> Run the code.
Change Random Slab of code ----> Run the code.
The code can distroy stuff, but no nothing prevents the same slab from mutating further.
I call it the slab of death program. Yea I would be scared to run Numgils virson of smexe too.
Numsgil:
You almost got it actually! The bots' membranes are infinitely stretchy.
--- Quote ---A cell is ONLY composed of energy, it is not composed of membrain, nucleos, and the other little stuff. All that makes up a cell is energy.
--- End quote ---
Replace energy with body, and that'd be 100% correct. Or that's how the program is at the moment. I'm later going to add mass and volume for nrg, poison, shell, etc.
--- Quote ---The mambrain is not stratchy - no - its nanothecknology, it expends directly proportinaly to how mutch stuff is inside the cell. Its the best matirial in town. A feder falls on it and it stratches with the feder.
--- End quote ---
exactly. Bots are "ideal" creatures in many ways. It keeps alot of the math simple.
So what you're really at issue with is being able to select a bot? Pause the simulation, zoom in, and you can select it quite easy.
Endy:
I think you're right about the ties not snapping.
The giant MB blob plant I made would pass one edge, part would appear correctly at the other edge but also a group would remain connected at the bottom with ties across the whole screen. The two groups would spring back together again only to continue the same cycle. I'm guessing the larger group passing over the edge was about 50 bots, so the "large MB" splitting code was working correctly, the ties just weren't snapping.
Numsgil:
Yeah, I forgot to fix that...
Eventually I want ties to cost something to form, and then have their maximum length be a function of their radius, which is a function of the total volume of stuff put in to construct them.
Welwordion:
hmm I just noticed that when amoving bot reproduces both seem to have the same inertia, which leads to a building up of overall movement energy increasing flying around objects.
Oh it also seems I forgot "end" in the bot text that was weak against doing nothing
maybe that was one of the reasons
hmm are you guys able to see the gene activations? Cause its not working in 2.4 for me.
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