Code center > Suggestions

Cost for turning

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Numsgil:
But that cost is trying to do the whole turn in a single cycle.  If you take, say, 5 cycles to  turn, then the cost becomes: 7.5 nrg to start the spin, another 7.5 to stop.

If you take 10 cycles, then it becomes 3.8 to start and 3.8 to stop.

That's all for bots of 1000 body.  Smaller bots can turn much easier.  Huge behomoths are more difficult.

We've been letting bots spin for free, which isn't realistic.  If we charge, and implement it correctly, we can incorporate it into the rest of the physics engine.  Maybe have off center collisions produce spin.  Things like that.

shvarz:

--- Quote ---I think I'll also add a new component to a shot's vector that comes from the bot turning. If you're spinning really fast, the bullet is going to veer off from what you'd expect it to do if you weren't spinning. Like a sling.
--- End quote ---

Will it also fly away faster?  :)  or farther :)

Numsgil:
Faster, yes, if done right.  And hence farther too.  The hard part would be in aiming it correctly.

Botsareus:
How about we keep the bots turning the same way. But charge them more for doing bigger turns proportional to the mess and everything. We can even trow in deselaration only the bot has to calculate its turn with the deselaration in mind. I basicaly want to save up on pointless dna in the bots.

MB = Easy

Numsgil:
That's more or less what I'm suggesting.

The apparent behavior from the bots would be unchanged.  Bots would operate exactly like before.  Only the costs would be different.  And the angular velocity would effect some interesting physics things.  Otherwise identical.


--- Quote ---MB = Easy
--- End quote ---

how so?

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