Bots and Simulations > Bot Tavern
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Griz:
yeah ... a couple more calculations. ;)
remember ... the number of possible interactions with a 'neighbor'
will increase exponentially ... from (n+1)^2 to (n+1)^3 ...
as will the factors contributing to acceleration and velocity.
but hey!
it would be sooooooo slick!!!
still think the concentration should go towards building
a prog that actually functions as an Evo/ALife sim first ...
get the basics in place before doing the cosmetics ...
but you know how it is ...
we all want 'flash' stuff that looks cool ...
even if it doesn't actually do anything ..
got to be 'stylin' ;)
"seek ye the gnarl!'
Zelos:
hey nums why have you told griz so much?
Griz:
--- Quote ---There are 2 ways to go 3d.
One is to just draw 3d bots but keep the whole thing on a 2d plane.
The other is true 3d which would involve quite a bit more programming to caclulate collisions in the extra dimension.
I have been learning to use DirectX over the last few months so it is quite possible that even the VB version could go pseudo 3d (2d calcs but 3d bots) with no loss in performance if you have a decent graphics card.
--- End quote ---
yeah ...
seems like the next logical step to dress it up ... make it a bit more appealing graphics-wise.
now I'm into graphics for sure ...
love all the 3D stuff ...
but ...
first and foremost ...
'tis supposed to be about exploring evolution/alife, eh?
so the graphics can become a distraction.
examples:
I used to run a couple of old sims on Amiga systems ...
one was Silent Service ... being a submariner myself ...
and another Earl Weaver Baseball ...
as I grew up playing that game.
And then there was Frontier.
these were excellent strategy games ...
the graphics sufficient but not overwelming ...
it was the 'game' behind the 'scenes' that was of importance.
well ...
since those daze ...
there have been many very 'flash' sub/baseball/space sims put out ...
and although the graphics are awesome and very realistic ...
the 'game' behind them sucks!!!!
not one of them has come close to what those old games were.
it's all about the 'bells and whistles' and appearance ...
lookin' good ... but without depth.
imo. ime.
your mileage may vary. ;)
Griz:
--- Quote ---hey nums why have you told griz so much?
--- End quote ---
Num's ain't told me zilche ...
he just does his own thing.
but I have my own imagination and resources ...
and years of experience playing with ideas of cellular automata ...
alife, genetic algorithms and 3D graphics ...
in addition to thinking in/visuallizing 3D space on a 2D screen. ;)
DB, as it is ...
might turn out to be of use for what I envision.
or not.
we will see.
Numsgil:
Since I'm using vectors now for collision detection, etc., most of the extra dimensions are handled almost on their own.
Of course, any 3D version field would probably need to be fairly small compared to a 2D counterpart. Adding extra dimensions makes for lots of extra RAM used ;)
The most difficult problem would probably be sysvars, since you'd need to make quite a few 3D counterparts to existing controls.
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