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Messages - k0zm0

Pages: 1 [2] 3
16
Suggestions / World setup
« on: April 10, 2005, 07:00:20 PM »
A terrain editor? As a standalone program?
It would be great to create a custom terrain with all the settings and preferences and save it into single file... I think there should be a 2 types of db files. Enviroment-setting file and bot files.

17
Suggestions / Building
« on: April 08, 2005, 07:08:37 AM »
I thought you were...

Anyway, building, dirt (sand) walls would be great... And one more thing, did you ever try throwing sand into somebodies eyes... I am preaty sure they couldn't see at thet momen, same could be done here... bot shooting sand into attackers eyes...
 :D

18
Suggestions / World setup
« on: April 08, 2005, 05:09:18 AM »
Hm... no posts... THE HELL WITH IT!!!

19
Suggestions / How many bots? How many?!
« on: April 08, 2005, 04:57:28 AM »
I have a suggestion about objects in DB.

If a bot sees a large group of objects, bots and vegs, then how can it decide which would it go to.
Can we add something like:

.objects - returns a number of objects it sees and assign reference numbers to them.
(number 1 is the closest, number n is the most distant)
.numobj - select a object you wish to gather info from. If you dont use this, than program would reference the closest bot. This number should be 1 by default.
.refobj - used for reference in conditions. Without of use of refobj the program should automaticly reference the closest bot.

cond
*.eye5 0 >
*.objects 1 >
start
2 .numobj start
*.refxpos *.refypos angle .setaim store
stop

Explanation: If a bot sees more than 1 bot than, with this code would go to second closest.

cond
*.refobj 1 >
*.refeye 0 =
start
*.refxpos *.refypos angle .setaim store
stop

Explanation:
If a second closect (or more) bot is a veg than go for it!!!


Just an idea...

20
Suggestions / 3D!
« on: April 08, 2005, 04:34:06 AM »
I think the most of our problems are eyes. How would a bot know what is he looking at.
Lets say that a bot is moving on standard x, y axis. What happens when he sees a bot on the z axis. How many eyes would be needed, to bot successfuly turns to a bot on z axis.
 If we have eyes from 1 to 9, then at least so many would a bot need on the z axis, 17 eyes!!!!!
Code: [Select]
         
           9
           8   X
           7
           6
   1 2 3 4 5 6 7 8 9
           4
           3
           2
           1


X- bot in 3d space
numbers- robot view

the bot is on the x: eye7,  y:eye8
                       

But how would a bot know there is a actualy a object there?
 Or we could just redo eyes in some other way?
Also there would need to be a function how many object it sees.

21
Suggestions / Building
« on: April 07, 2005, 04:38:03 PM »
I think humans are animals and I am damm sure that you used something made of wood, table, chair, anything...
If you look at it, humans are using stuff that is made of dead cells!
And also I am sure that would be quite good idea, well I would use it, the stuff you could do with it...

Also, that would make current walls obsolete...

22
Suggestions / Building
« on: April 07, 2005, 01:41:34 PM »
So, I noticed Ca and SiO2 in new version...

I thought, why not use this by bots to build things?
First, I thought bots could collect the stuff and make walls by them selfs (SiO2 walls, Ca walls) by shooting collected stuff into grid by concentrating it into single point. Then I thought, hey, we could use corpses and use this stuff only to "glue" them together.
Just like building a house of bricks and use this stuff only to layer the corpses...
And why not alow to tie to a corpse and drag it somewhere?

But at the other hand, this could be used as weapon to glue a bot to imobilize it.

Perhaps you are wondering, why would this feature add something good to DB?
Well, there is another way to escape from a predator, so why not build a shelter?

23
Suggestions / 3D!
« on: April 07, 2005, 01:27:14 PM »
So instead of x and y, we would get z axis too?
xpos, ypos, zpos, 3d angle, new eyes or changed eyes, complex movement?
I'm for it, but if you think making 3d only in standard 2d movement, than I say it's crap...

24
Bugs and fixes / Bugs in 2.36.1
« on: April 04, 2005, 09:29:06 AM »
I suggest adding a new default settings file to the next version...

25
Bugs and fixes / Bugs in 2.36.1
« on: April 04, 2005, 06:17:29 AM »
Eye bug:

26
Off Topic / A game to play
« on: April 01, 2005, 02:43:42 AM »
I play only strategy. Nothing better than C&C:Generals, Alpha Centauri , CIV and one quite bit old game Netstorm.

Does anyone play Sea3d? You can find it on sourceforge.org...

27
Off Topic / Stupid Tie Bug? What stupid tie bug?
« on: March 31, 2005, 09:57:04 AM »
False hopes... UNTIL MONDAY!!!

28
Newbie / How did you find DarwinBots?
« on: March 30, 2005, 03:34:44 AM »
I discovered DB very early (at the beginging DB1.0). I was searching google for Artificial life.

29
Suggestions / World setup
« on: March 29, 2005, 07:32:06 AM »
World setup - by that I meen, to setup a simulation and break it into sectors.
Like: braking 1 big square into (let say) 9 small ones.
We have a sim, we have a total of reasources used by sim...
Couldn't ve make terrains with it, simply setting values for each sector.
That way we have different enviroments for different types of bots. But limiting reasources only to sectors is not enough.
For example: If we have two totaly different sectors and we have bots live in one but not the other, how could a bot survive, if bot accidently moves to other sector? It couldn't survive. At least not for long...
But, if we set enviroments to  turn from one to other at edges, than bots could have a chanse and time to evolve to live in a different enviroment.
My vision is to have 1 sim devided to 9 sectors, each having totaly different enviroment.
The enviroments are turning from one to another at edges.
At the center sector (enviroment, teritory, square... whatever), we have bots and vegs. Could they evolve and spread to a different enviroment?

(Idea came after chating with Zelos)

30
Old Suggestions Awaiting Programming / Editor
« on: March 26, 2005, 06:03:22 AM »
Another picture
And prehaps even more stuff can be added.
I would like to see if would be possible to record DNA with suggested editor.
You would run a editror, and place an empty body on the sim. Then, when you would click it, there could be lines that represent the following:
bot angle, shoot angle, tie angle and eyes. When you would hit the button "begin record", you would move the lines and values would be stored, when you hit the "end record" button.
Benefits?
Example: You edit the bot and you write the DNA, and then you place a veg somewhere in bots eye view. But you can't seem to quite accuratly hit the bot.
No problem. You run the editor, record the shoot angle line to accuratly hit a veg. Here you go. The correct value that is needed to make your bot hit the veg. This is only used to get the values, not for writing DNA.

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