Author Topic: concerning leagues  (Read 12285 times)

Offline Botsareus

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concerning leagues
« Reply #30 on: October 22, 2005, 02:49:24 PM »
Just release my program to the ftp , thats all I am really asking right now.  the way it is.
« Last Edit: October 22, 2005, 02:49:55 PM by Botsareus »

Offline Griz

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« Reply #31 on: October 22, 2005, 03:06:32 PM »
Quote
Well, bots currently have a radius and a mass.  Density is easy enough to construct from that (mass / (4/3 PI radius ^ 3)).

Currently, body is the only substance that effects bot volume and thus radius.  Shell and body are the only things that effect mass.

So presently a bot can increase it's density by building lots of shell, but there really isn't a way to decrease it's density along the same lines.

That's what I invisioned float sacs for.  float sacs would be massless bubbles that increase volume without increasing mass.

Also, in physics, all forces operate on added mass, which is a property I can only find alluded to in several places, so I may be off with it.

Basically added mass means that for an object in a liquid to move, it must accelerate itself and an equivelant volume of liquid it's displacing (that it must displace to move forwards and replace behind it as it leaves).

As far as I know, isn't liquid incompressible?  Gasses are compressible, so density changes with depth, but I think things like water have a constant density at all depths.

So Maybe you could set wether the big blue field is a fluid or solid, and if it's a fluid wether it's a liquid or a gas?

Pressure, on the other hand, does indeed vary with depth.  Should we make an "implosion/explosion" threshold that bots explode/implode at if the pressure differential becomes too great?

Though I'm not so sure that's applicable since theoretically the bots' membranes are premeable to the fluid they're in.
I just think you are overcomplicating things ...
getting distracted by the details.
and that this has little if anything to do with simulating evolution.
yes ...
it would be nice to have it follow physical laws as much as possible ...
but that should be secondary ...
a lower prority than actually simulating how entities and their
environment evolve in a symbiotic relationship.
that's where the focus should be, imo.
we should get the basics of that working ... as they should ...
and provide a working platform from which others can continue
to explore and experiment.
and to simplify whenever possible, not complicate.
that's my opinion.
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~griz~
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Offline Numsgil

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« Reply #32 on: October 22, 2005, 05:29:26 PM »
I tend to spend more time working on other things than the physics...  That was more recent.

You see, one time I wanted to make a squid bot that moved by jet propulsion.  Turned out the physics engine at the time wasn't capable of doing that.  Which made me really frusterated.

So I tirelessly work to make the physics engine robust enough to program the sorts of bots I wanted to all those months ago.

Offline Griz

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« Reply #33 on: October 22, 2005, 06:45:56 PM »
yeah ... I can relate ...
and seeing as you are the one doing the work ...
I guess you will do whatever you need to realize your vision.
but that then will result in a 'physics' simulation ...
which I could get off on too ...
but it isn't an evolution simulator ...
which is my primary interest.

I will say I am impressed by how much work you have done
since hooking up with DB.
but you know (or maybe not) ;)...  
it's just kinda frustrating for many of us ...
to not have in place something that is finished and works
as advertised. ;)

so ...
I guess that's motivation to quit sniveling and whining ...
and figure out how to do it for ourselves. ;)
sorta like life.
« Last Edit: October 22, 2005, 06:50:10 PM by Griz »
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Offline Numsgil

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« Reply #34 on: October 22, 2005, 06:59:54 PM »
Most versions fix the bugs from before them.  Then introduce their own new ones.  I suppose that doesn't really make things easier for the end users, does it.

I'll release a 2.4 version later tonight with error.sim re-instated, so I can let you guys wreck the program and send me the error reports.

Offline Botsareus

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« Reply #35 on: October 23, 2005, 08:37:10 PM »
Num, mind telling me how error.sim works because as far as I know once you get an error in vb you cannot save anything including simulations...

Offline Numsgil

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« Reply #36 on: October 23, 2005, 09:33:26 PM »
At the start of the main loop, I do:

On Error goto somelabel.

Then at the end of the code I have:
somelabel:
Savesim "error.sim"
MessgaeBox "oops"
exit sub

(Not exact code, I'm paraphrasing).

Offline Botsareus

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« Reply #37 on: October 23, 2005, 09:54:35 PM »
I see  B)