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Messages - gymsum

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16
RANT / Continuance of the INfinity Proposal
« on: August 15, 2008, 08:50:14 AM »
Quote from: Numsgil
Quote from: gymsum
yeah I didnt think it helped my situation, but it was interesting. But I think it was full of turd jam to be honest. I dont see how I can draw imaginary lines and call them real dimensions.

Well actually you can.  That's what I was trying to say in my last post.  Dimension is just a word that means something you can measure that is orthogonal to whatever other dimensions you've defined.  Meaning if I have two dimensions: x, y, I can change x without necessarily changing y.  So distance and time work, but distance measured in meters and distance measured in feet don't, since if I change my distance in meters I have to change my distance in feet as well, so they aren't orthogonal.

Spatial dimensions is different, and is what most people mean when they say dimensions.  Spatial dimensions have special properties which are defined by topology, a unit of mathematics that studies abstract geometry (very abstract).

So that youtube video is technically correct in that you can construct 10 dimensions exactly as it indicates you can.  Whether those dimensions correspond to reality or not is another question.  I think most of them at least could be considered spatial dimensions as well, but I can't say for certain when he goes to his higher dimensions.  I think it was trying to hint that these were the 10 dimensions of string theory, which is patently incorrect.  But since it never really said it (I admit I mostly browsed it, so maybe it did?) I won't fault it for that.

Well it gave me headache when they tried to explin all the 3rd dimension were two collapsed points.

17
RANT / Continuance of the INfinity Proposal
« on: August 14, 2008, 11:18:59 PM »
Quote from: Numsgil
The links you posted talk about other universes, so it in fact is talking about more information than our universe could ever have by definition.  When I say "all information", I specifically am limiting it to information in this universe.

The video links are interesting, but you should be careful assuming that it's talking about the same thing that string theory's 10 (11?  12?  They keep needing more) dimensions are talking about.  Those dimensions are compacted, which is a fancy way of saying microscopic essentially.  They aren't the same thing as the other worlds interpretation of quantum mechanics.

When talking about dimensions in general, there isn't such thing as the first, fourth, or tenth dimension.  Dimension simply means something you can measure with a scalar (ie: number).  For instance, when building the physics for DB3 I had 10 dimensions: position (x, y), velocity (x', y'), acceleration (x', y'), angle (theta), angular velocity (omega), angular acceleration (alpha), epoch start time(t0), and epoch end time(t1).  For string theory, when someone says 10 dimensions they almost certainly specifically mean 10 spatial dimensions, meaning there are 10 different directions you can move in which are independent of one another.

yeah I didnt think it helped my situation, but it was interesting. But I think it was full of turd jam to be honest. I dont see how I can draw imaginary lines and call them real dimensions.

18
RANT / Continuance of the INfinity Proposal
« on: August 14, 2008, 07:27:16 PM »
Quote from: Testlund
Videos can't be in MP3 format, but thanks for link. Interesting stuff.  

I ment MP3 as in information wise, the 10th dimensions according to that very abstract way of thinking is all information the universe could ever have.

19
RANT / Continuance of the INfinity Proposal
« on: August 14, 2008, 04:37:02 PM »

20
RANT / Continuance of the INfinity Proposal
« on: August 07, 2008, 09:48:34 PM »
Quote from: Numsgil
Ha!  Only I have the power to close topics.  And they just never get closed

I did a text search for "compression".  I only find things I've said, so you've never responded to the idea that I can see.  Maybe you did and I just didn't understand, you sometimes drift into incoherence.

MP3 compresses raw sound files by removing all the frequencies humans can't hear anyway.  And then taking what's left over and doing some compressions on it based on the fact that from millisecond to millisecond, the sound probably changes very little.  Compare an MP3 and a WAV of the same sound file to see how much that can make a difference.  Then listen to the two sound files and compare their audio quality.  So when I say MP3 of the universe, I'm suggesting that the uninteresting bits can be removed from our understanding of it, and we're left with an understanding that is much simpler but retains all the important bits.

While I am at it, do you know what I mean when I say a lossy compression algorithm?  As compared with a lossless compression algorithm?

So basically your position is that it's impossible to know everything because the universe at time t + 1 contains all the information at time t and lots of new information.  And that we can move that +1 all the way down to some infinitesimal value and then we see that the universe contains infinite information.  Am I correct in my understanding of what you're saying?

I am saying two points: 1.  It's probably not infinite.  There is a finite universe lifetime (maybe), and a finite mass/energy value in the universe.  There is a huge, but finite, number of configurations that the mass/energy in our universe can do in a finite period of time.  There is one exception: perhaps if the universe collapses on itself, in a big crunch, time dilation and heat would allow a period of essentially infinite data production.  Maybe.  2.  Even if the data in the universe is infinite, from a strictly practical point of view all the information worth knowing can be known.  So even if you're right, it's a rather pathological correctness, since it has absolutely no practical relevance.

Oh, and 3.  You do not have the mathematical background necessary to really approach your idea scientifically.

Quote
C = (E^5*D^25)*L where c is a constant for universal translation
* from original post.

Translation and compression are essentially the same idea, translate similar points to one point, thus compressing the infromation. Thats all very nice taht you know everything about MP3 format, but I still I dont know when I said it was impossible to know everything, I might have stated it was impossible to know anything, but for one Im a buddhist so that thinking is not retroactive to my beliefs. Also I cant see why I could take your word as fact since you use Wikipedia as a source and haven't gone away from this topic of MP3 for some reason.

21
RANT / Continuance of the INfinity Proposal
« on: August 06, 2008, 11:29:50 PM »
I've already discussed what you just said in previous posts, and I believe the original post explained how compression played into the calculations.. And I have no idea what you're talking about when you mention an MP3 formated Universe.... This rant isn't even on topic anymore, its all about perspective now apparently.... I'm not discussing careing or higher archy of importance and memory storage within humans, and I'm not trying to convence you that you can know anything at all. So because you've ran in circles around nothing, I ask this topic close.

22
RANT / Continuance of the INfinity Proposal
« on: August 06, 2008, 02:16:13 PM »
Quote from: Numsgil
Yes, the speed of gravity is generally assumed to equal the speed of light.

You should also check out Zeno's Paradoxes.  The arrow paradox in particular seems interestingly close to what you're talking about.

Remember that once you get down to the quantum level, there's a great deal of randomness anyway.  Meaning that even if you understood every state of every thing in the universe all at once, it would still be impossible to predict the fate of Shrodinger's cat.  So the future will always have an element of uncertainty.  That uncertainty can be understood through statistics, which is really a form of lossy compression.

So yes, if I want to exactly predict the flight of an arrow I would need to know the states of every atom in the universe at a time relative to its distance from the arrow.  But in practice I can determine the flight of the arrow well enough to kill a man at 50 paces (I did get my Archery merit badge after all ).  This is because I'm not really interested in the exact flight of the arrow, just it's probably path to N degrees of certainty.  Thought of this way, we should take heart of this fact.  There will always be an element of risk involved in every endeavor from unlikely events.  Man kind is sure to never become soft.

You seem to be taking examples as the entire idea, but really they are just part of the concept. Its that everything is infinite. Yes there is uncertainty, and Im not talking about predictions, Im talking about universal summation of all knowledge. And I didn't mean to come to the point that everything is one....

23
EcoSim Bots / Planto Of Life Vers. 2
« on: August 06, 2008, 11:51:51 AM »
Yes it is a long one. Each plant will start growth differently and by different means of reproduction, in the end there should be two seperate varieties of this one plant exhibiting different behaviors. Without mutations this plant is meant to evolve in relation to predator vs prey, but its moore left to chance on their part. I used the Slim Evo Swarm technique for the defensive behaviored ones, and an old multibot tactical movement gene for a fighting multibot. After many tests, there still exsists many behaviors I have not found, if you manage to find one please feel free to tell me. So far I've seen it flair up to meet larger number of targets, and I've seen it run away as a group. Enjoy

Code: [Select]
'Plant of Life: Uses some adaptive genes, locks in energy limitations and metabolic at birth. Uses a complex sexual identification system and uses a very primitative conspec system

'Set Metabolic Rate, sex, growth-type, role
def sex 40
def type 41
def role 42
def nrglim 43
def blimhigh 44
def blimlow 45
def focustie 46
def sexswitch 50

cond
*.robage 0 =
start
1 rnd 2 .sex store
1 rnd 2 .type store
*.nrg .nrglim store
*.nrg *.body div .blimlow store
*.nrg 2 div .blimhigh store
1 rnd .tie store
240 *.aim add .setaim store
*.sex .out4 store
*.type .out5 store
*.out4 .tout4 store
*.out5 .tout5 store
stop

'Dietary Genes

cond
*.body *.blimhigh >=
start
40 .fdbody store
stop

cond
*.body *.blimlow <=
start
20 .strbody store
stop

'Eyes

cond
*.timer *.sex mod *.type =
start
-4 *.eye1 *.eye9 sub sgn 0 floor mult *.eye1 *.eye8 sub sgn 0 floor mult *.eye1 *.eye7 sub sgn 0 floor mult *.eye1 *.eye6 sub sgn 0 floor mult *.eye1 *.eye5 sub sgn 0 floor mult *.eye1 *.eye4 sub sgn 0 floor mult *.eye1 *.eye3 sub sgn 0 floor mult *.eye1 *.eye2 sub sgn 0 floor mult 4 *.eye9 *.eye8 sub sgn 0 floor mult *.eye9 *.eye7 sub sgn 0 floor mult *.eye9 *.eye6 sub sgn 0 floor mult
*.eye9 *.eye5 sub sgn 0 floor mult *.eye9 *.eye4 sub sgn 0 floor mult *.eye9 *.eye3 sub sgn 0 floor mult *.eye9 *.eye2 sub sgn 0 floor mult *.eye9 *.eye1 sub sgn ++ sgn mult add -3 *.eye2 *.eye9 sub sgn ++ sgn mult *.eye2 *.eye8 sub sgn 0 floor mult *.eye2 *.eye7 sub sgn 0 floor mult *.eye2 *.eye6 sub sgn 0 floor mult *.eye2 *.eye5 sub sgn 0 floor mult *.eye2 *.eye4 sub sgn 0 floor mult *.eye2 *.eye3 sub sgn 0 floor mult *.eye2 *.eye1 sub sgn ++ sgn mult add 3 *.eye8 *.eye9 sub sgn ++ sgn mult *.eye8 *.eye7 sub sgn 0 floor mult *.eye8 *.eye6 sub sgn 0 floor mult *.eye8 *.eye5 sub sgn 0 floor mult *.eye8 *.eye4 sub sgn 0 floor mult *.eye8 *.eye3 sub sgn 0 floor mult *.eye8 *.eye2 sub sgn ++ sgn mult *.eye8 *.eye1 sub sgn ++ sgn mult add -2 *.eye3 *.eye9 sub sgn ++ sgn mult *.eye3 *.eye8 sub sgn ++ sgn mult *.eye3 *.eye7 sub sgn 0 floor mult *.eye3 *.eye6 sub sgn 0 floor mult
*.eye3 *.eye5 sub sgn 0 floor mult *.eye3 *.eye4 sub sgn 0 floor mult *.eye3 *.eye2 sub sgn ++ sgn mult *.eye3 *.eye1 sub sgn ++ sgn mult add 2 *.eye7 *.eye9 sub sgn ++ sgn mult *.eye7 *.eye8 sub sgn ++ sgn mult *.eye7 *.eye7 sub sgn 0 floor mult *.eye7 *.eye6 sub sgn 0 floor mult *.eye7 *.eye5 sub sgn 0 floor mult *.eye7 *.eye4 sub sgn ++ sgn mult *.eye7 *.eye2 sub sgn ++ sgn mult *.eye7 *.eye1 sub sgn ++ sgn mult add -1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn 0 floor mult *.eye4 *.eye5 sub sgn 0 floor mult *.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 1 *.eye4 *.eye9 sub sgn ++ sgn mult *.eye4 *.eye8 sub sgn ++ sgn mult *.eye4 *.eye7 sub sgn ++ sgn mult *.eye4 *.eye6 sub sgn ++ sgn mult *.eye4 *.eye5 sub sgn 0 floor mult
*.eye4 *.eye3 sub sgn ++ sgn mult *.eye4 *.eye2 sub sgn ++ sgn mult *.eye4 *.eye1 sub sgn ++ sgn mult add 0 *.eye5 *.eye9 sub sgn ++ sgn mult *.eye5 *.eye8 sub sgn ++ sgn mult *.eye5 *.eye7 sub sgn ++ sgn mult *.eye5 *.eye6 sub sgn ++ sgn mult *.eye5 *.eye4 sub sgn ++ sgn mult *.eye5 *.eye3 sub sgn ++ sgn mult *.eye5 *.eye2 sub sgn ++ sgn mult *.eye5 *.eye1 sub sgn ++ sgn mult add .focuseye store
stop

'Tie And Turning Genes

cond
*.type 2 =
*.eyef 0 >
*.refeye *.myeye =
*.refrepro *.myrepro =
start
20 rnd .tie store
stop

cond
*.eyef 0 >
*.tieang *.refxpos *.refypos angle =
*.refeye *.myeye =
sart
314 *.aim add .setaim store
stop

'Tie Reading

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd 1 .readtie store
*53 .readtie store
stop

'Store Ties to Vars for access

cond
*.multi 1 =
*.tin4 *.tout4 >=
*53 0 =
start
*.readtie 53 store
stop

'Tactical Tie Communication

cond
*.eyef 0 >
*.refeye *.myeye !=
*.multi 1 =
start
*.refxpos *.refypos angle .tout8 store
*.aim .tout9 store
*.eyef .tout10 store
60 *.eyef sub mod 30 .fixlen store
stop

cond
*.eyef 0 =
*.refeye *.myeye = or
*.multi 1 =
*.tin10 0 >
start
*.tin10 exp 2 *.tielen exp 2 add sqr *.vel sub .up store
*.tin8 *.xpos *.ypos sub mod *.trefxpos *.trefypos angle .setaim store
stop

'Combat Genes

cond
*.eyef 50 >
*.refeye *.myeye !=
start
*.nrg 10 div .shotval store
-1 .shoot store
stop

'Movement Genes

cond
*.eyef 0 =
*.type 1 =
start
*.maxvel *.vel sub .up store
stop

cond
*.eyef 0 =
*.multi 1 =
start
*.trefvelup *.vel sub .up store
*.trefveldn *.vel sub .dn store
stop

'Reproductive Genes:
'////////////// Type 1

cond
*.type 2 !=
*.nrg *.nrglim >=
*.sex 1 =
*.sex *.in4 <=
*.sexswitch 0 =
start
50 .sexrepro store
*.refxpos *.refypos angle .setaim store
*.refxpos *.refypos angle .aimshot store
-8 .shoot store
*.sexswitch inc
stop

cond
*.fertilized 0 >
*.nrg *.nrglim >=
*.sex 2 =
*.type 1 =
*.type 5 = or
start
50 .sexrepro store
stop

'////////////// Type 2

cond
*.sex 1 =
*.type 2 =
*.type 10 = or
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim add .setaim store
25 .repro store
314 *.aim add .setaim store
*.sexswitch inc
stop

cond
*.sex 2 =
*.type 2 =
*.sexswitch 0 =
*.nrg *.nrglim >=
start
50 .repro store
314 *.aim sub .setaim store
25 .mrepro store
314 *.aim sub .setaim store
*.sexswitch inc
stop

'Type 3; Evolve

cond
*.robage 1500 =
start
2 rnd mult 5 .type store
*.numties .deltie store
*.tiepres .deltie store
*.maxvel *.mass mult *.vel sub .up store
stop

'Type 5 - Become Large Groups

cond
5 rnd 1 =
*.multi 1 =
start
*.numties rnd .readtie store
stop

cond
*.multi 1 =
*.type 5 =
start
*.refeye *.myeye div 1 sub *.eyef mult .tout10 store
45 .sharenrg *.multi mult store
*.tout5 .out5 store
*.tiepres .out2 store
*.timer mod *.out2 .redtie store
*.tout5 *.tielen mult 40 store
*.out1 .tout1 store
*.robage mod *.tin1 41 store
*40 *41 div 8 mult *.xpos *.ypos angle mod *.trefxpos *.trefypos angle add div *.tout6 *.tout7 angle *.tin8 *.tin9 angle add add *.numties *.tiepres mult add .fixang store
*.vel *.trefvel sub *.timer add mod 20 rnd 1 2 mult mod *.tin5 *.tielen mult *.mass mult *.eyef mod *.tin10 add *.numties *.tiepres add mult add .fixlen store
45 .stifftie store
stop

cond
*.type 5 =
*.eyef 0 >
*.refeye *.myeye =
*.tiepres 2 <
*.numties 2 < xor
start
.tie inc
*.tiepres *.numties add .tout5 store
20 *.tieang *.aim div mult sub .setaim store
stop

cond
*.type 5 =
*.readtie 0 >
*.robage *.trefage <
*.tin5 *.tout5 > xor
start
*.eye1 *.eye2 add *.eye3 *.eye4 add add 4 div .tout8 store
*.eye6 *.eye7 add *.eye8 *.eye9 add add 4 div .tout9 store
*.tin5 .tout5 store
stop

'Type 10 - Become Massive Energy Harnessers

cond
*.trefeye *.myeye %=
*.robage *.trefage >
*.type 10 =
start
30 *.aim add .setaim store
*.maxvel *.vel sub .dn store
stop

cond
*.type 10 =
*.trefeye *.myeye %=
*.robage *.trefage <
start
20 .fixlen
0 140 store
260 .fixang store
40 .stifftie store
*.trefvel *.vel sub .up store
*.trefaim .aim store
stop
end

24
RANT / Continuance of the INfinity Proposal
« on: August 06, 2008, 09:00:47 AM »
Yes that would be the idea of a fractals and chaos. The difference between the numbers and the fractals is merely in geometric references as proportions rather than exact numbers, which still show infinite boundaries. Which is why even the "static" information is equally important within itself in every frame of reference, otherwise it could be moving incredibly slow and without the recursion it owuld be impossible to say it was moving at all, when relative to it billions of other things are moving much faster. So all information within a single intity there exsists an exponetial amount of information relative to time. As everything effects everything, the tidal gravity from an orbital object will in fact effect its trajectory, meaning that its previous position was nfinitely recorded throughout the universe at the speed of light, the same speed that tidal gravity changes effect everything.

25
RANT / Continuance of the INfinity Proposal
« on: August 02, 2008, 04:44:35 PM »
Quote from: Numsgil
If facts become redundant, then the curve would could be C * exp(-k*t), meaning there are fewer and fewer new facts as time progresses (approaching some constant C).

No no no. Its not a reduction, as the redundancy becomes seperaate to the fact, and is in itself another node of information in a seperate time reference, meaning it is not = to the previous or next set of redundant information. And I'm not familiar with that setup, exp(x,y)?

26
RANT / Continuance of the INfinity Proposal
« on: July 31, 2008, 10:45:00 PM »
Quote from: Numsgil
Just because something is increasing doesn't mean it has to be exponential.  That's my point.  Why can't it be F = kt, where F is facts, t is time, and k is some constant?  So one second from now there'll be exactly k more facts in the universe then there were before.
because of the over lap, the fact becomes redundant to the point that its acuatually K*K*K...K times.... because the past is forever, and as an observer we can reuse information of the past multiple times, in fact so many times its geometric to the initial, as in overlap.

27
Interesting behaviour bots / Acer Runco of Vita, The Weed of Life
« on: July 31, 2008, 10:37:52 PM »
Acer Runco of Vita- I've redesigned the kinetic plankton and reduced its targeting system and combat genes to a handful of weaker ones, but improved mobility of the multibot. Now instead of collecting larger bots in the center, the entire organism stays relatively spaced and tries to maintain an exterior view.

This is its beta version, once I've finalized 4 more behaviors, the species will be complete and together with the plankton kinetic could be helpful in creating multibot environments.

Conditions: Must start in a cluster, meaning high disperal desnity and low dispersal area (15 minimum), it will not reproduce if it does not encounter another of its kind, its very picky. 3000 energy, day and night modes not used, pond mode, F1. Its conpsecs will fail against Hero.

Explanation: species that change behaviors more than once in a single life span are often more adapt at survival. If something is currently failing, a later behavior might save its life. Right now it uses two simple phases, then next two I'm hoping will better adapt them for either hunting, or growing, but not both. A sort of evolutionary barrier. THe Kinetic Plankton has a much more advanced targeting system for mutibot mode, a lucky sexual cross could prove very beneficial.

Code: [Select]
'Acer Runco of Vita - Sharp Weed of Life:

cond
start
1000 998 store
*.thsigene .delgene store
stop

cond
*.robage 0 =
*.numties 0 = and
start
*998 .out4 store
*.out4 .tout4 store
*998 1 sub 998 store
1 40 store
stop

'overwrite 40
cond
*.in4 *.out4 >
*.tin4 *.tout4 >
*.refeye *.myeye =
*51 0 = or
start
11 40 store
1 rnd 10 .tie store
stop

'Set timer1
cond
*41 0 >
start
*41 1 sub 41 store
stop

cond
'egg formation, slowest possible behavior, default
*40 1 =
*.robage 20 <
start
*.nrg 10 div .mkpoison store
1 50 store
stop

cond
*40 1 =
*.robage 20 >
*41 2 <
*.nrg 2000 > and
*51 4 < or
start
0 50 store
*.nrg *.eyef div 10 sub .repro store
1 rnd 10 .tie store
1 *51 add 51 store
60 *.aim add .setaim store
10 *.eyef 10 div sub abs 41 store
stop

cond
*40 11 =
*.robage 20 >
*.eyef 0 =
*.refeye *.myeye = xor
start
40 *.aim add .setaim store
*.refeye *.myeye div 1 rnd 20 mult int .tie store
stop

'Read Ties

cond
*60 0 =
start
*.numties *.tiepres add rnd timer mod 10 .tienum store
*.tienum .readtie store
50 .stiftie store
*.mass 2 mult .setlen store
stop

cond
*.trefage *.robage >
*60 0 =
start
*.tienum 60 store
30 .setlen store
*.aim -1 mult sgn .fixang store
45 *.multi mult .sharenrg store
stop

cond
*.timer 2 mod 1 =
start
*60 .readtie store
stop

cond
*.trefeye *.myeye !=
start
*.readtie .tienum store
*.tienum .deltie store
stop

'Eyes: Phase 1

cond
*40 1 =
*50 0 =
*.myeye *.refeye =
*51 0 =
*.numties 0 >
start
5 *eyef mult .setaim store
stop

'Phase 2

cond
*40 11 =
*.tieang *.refxpos *.refypos angle =
*.myeye *.refeye =
start
2 *.eyef mult .setaim store
*.aim *.tieang sub .fixang store
stop

cond
*40 11 =
*.refey *.myeye =
*.out4 *.in4 %=
start
*.refxpos *.refypos angle .setaim store
*.numeties rnd 10 .tie store
50 *.aim add .setaim store
stop

'Movement Controls Multibot

cond
*.multi 0 >
*40 1 =
*.numties 0 >
*.tout4 *.tin4 <
start
*.trefvelscalar *.vel add .dn store
*.trefvelscalar *.vel sub .dx store
*.trefvelscalar *.vel sub .ds store
*.trefvelscalar *.vel mult .up store
stop

'Combat Controls

cond
*.eyef 0 >=
*.refeye *.myeye != or
*.shflav 0 !=
*.shflav -2 !=
*.in2 *.out2 != or
*.botname *.in1 =
*50 0 =
start
942 *.shang sub .setaim store
0 .shflav store
100 .mkshell store
26 .strvenom
.shoot .ploc store
*60 .tienum store
*.aim -1 mult sgn .fixang store
stop

cond
*.out4 *.in4 !=
*.refey *.myeye !=
*50 0 =
*.body 500 <
start
*.refxpos *.refypos angle *.refvelscalar mult *.eyef div .setaim store
*.eyef .tout1 store
*.aim *40 mod 1 mult .tout2 store
*.nrg 4 div .shootval store
-1 .shoot store
stop

cond
*.tin1 *.eyef >
*.tin2 *.aim !=
start
3 50 store
*.tin2 *.aim sub abs .setaim store
*.tin1 *.eyef sub *.vel sub .up store
stop

cond
*.out4 *.in4 !=
*.refeye *.myeye !=
*50 0 =
*40 1 =
*.body 500 >
start
*.refxpos *.refypos angle .setaim store
*.nrg 4 div .shootval store
-6 .shoot store
stop

end

*because of the conspecs in both species, plankton kinetic will have a second version released using the Slim Evo 4 conspec system, as an attempt to create a passive agressive species, I.e. intelligence.

28
Veggies / Plankton Kinetic (MB/Veggie)
« on: July 31, 2008, 10:23:28 PM »
Fixed. The waste issue wasn't addressed because evolution would prove which is better, waste sharing or poison production.

29
Mutations / Evy7
« on: July 04, 2008, 05:14:39 PM »
'''''''''''''''''''''''' Gene: 12 Begins at position 213 ''''''''''''''''''''''' without that...

30
Mutations / Evy7
« on: July 04, 2008, 02:29:20 PM »
nmight get better results if you dont include the comment lines, and put it in DNA format, or even uploaded it.

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