Author Topic: Too many bots on screen!  (Read 6098 times)

Offline Testlund

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Too many bots on screen!
« on: November 01, 2005, 12:22:19 PM »
How about adding a bot treshold function, the same as for veggies? I think the program slows down too much even with a few hundred bots on the screen. Check out the numbers at the bottom of the screenshot I added here.
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Offline Numsgil

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Too many bots on screen!
« Reply #1 on: November 01, 2005, 12:37:25 PM »
Haha, that's insane!

I'd hate to limit living bots because the number of corpses is too high...

Offline Testlund

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Too many bots on screen!
« Reply #2 on: November 01, 2005, 01:27:48 PM »
Well 1867 living bots might be too much for the program to handle efficiantly.

I just crashed with 3208 objects on screen, 0 cycles/sec.
« Last Edit: November 01, 2005, 01:30:08 PM by Testlund »
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Offline Numsgil

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Too many bots on screen!
« Reply #3 on: November 01, 2005, 01:59:43 PM »
If you get to 5000 weird things will probably happen.

Offline PurpleYouko

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Too many bots on screen!
« Reply #4 on: November 01, 2005, 02:25:18 PM »
I'm running a 3 gig processor and in debug mode 600 bots slows it down to 1 cycle/second so you aren't doing to bad.
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Offline Numsgil

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Too many bots on screen!
« Reply #5 on: November 01, 2005, 03:51:25 PM »
For a wee bit extra speed, turn off poffs and skins.

Offline PurpleYouko

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Too many bots on screen!
« Reply #6 on: November 01, 2005, 03:53:22 PM »
Mine are already off
 :(
There are 10 kinds of people in the world
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Offline Numsgil

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Too many bots on screen!
« Reply #7 on: November 01, 2005, 03:54:07 PM »
Yeah, now we see why I work tirelessly to speed up the program ;)

Offline Endy

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Too many bots on screen!
« Reply #8 on: November 01, 2005, 04:47:40 PM »
Could just change corpse settings to decay faster. Oh yeah, could you reset the corpses to not being able to see in the program's code? I'm guessing it's slowing the program somewhat. I can understand a bot being able to see through a veggy's eyes but not a corpses(That really sounds creepy when you think about it :wacko: ).
« Last Edit: November 01, 2005, 04:48:25 PM by Endy »

Offline Numsgil

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« Reply #9 on: November 01, 2005, 05:11:28 PM »
Haha.  I'll see what I can do...

Technically corpses have no eyes, sort of.

Offline Testlund

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Too many bots on screen!
« Reply #10 on: November 01, 2005, 07:11:00 PM »
Quote
I'm running a 3 gig processor and in debug mode 600 bots slows it down to 1 cycle/second so you aren't doing to bad.
That's strange. I have a 1,53 Ghz processor and I get the same results. It should run MUCH faster on your system.
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Offline Endy

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Too many bots on screen!
« Reply #11 on: November 01, 2005, 09:44:22 PM »
Quote
Technically corpses have no eyes, sort of.

Haven't checked with latest yet(soon I swear), but in the vers I have when you click on one you see that it still receives values for it's eyes. Possibly a bot could make use of this at a distance with memloc/memval, but otherwise it's kind of useless.

Offline Numsgil

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Too many bots on screen!
« Reply #12 on: November 01, 2005, 10:39:42 PM »
Processor seed on a computer is not always a linear relationship, sicne data must pass through pipelines (called buses I think) to process the data.

Darwinbots is heavily math oriented, so having a faster CPU should make a difference to a point, but most 3 gig computers are only maybe 20% faster than 2 gig computers cause the data has to move out of the processor into memory (very slow process).

Offline PurpleYouko

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« Reply #13 on: November 02, 2005, 09:04:33 AM »
Right and I have no idea what kind of memory this Dell uses. Some memory types are much faster than others.

It's all about the RAM.
There are 10 kinds of people in the world
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Offline Numsgil

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Too many bots on screen!
« Reply #14 on: November 02, 2005, 09:41:24 AM »
Yes, that would be right.

It has no bearing on how the bots percieve time.