Recent Posts

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Off Topic / Re: Wow. This is still a thing. I'm glad
« Last post by Attaway on September 21, 2018, 07:46:49 AM »
Was stuff remastered over the last couple of years btw? I think that'd be awesome.
Announcements / Re: Darwinbots 2.48.31
« Last post by Numsgil on September 13, 2018, 06:44:50 AM »
Nothing at the moment.  I'm a bit stuck on the fluid model I'm using.

I had a problem with the fluid velocity becoming infinite far away from the bot.  I found this article which discusses the problem and provides a simple solution.  Now I need to find the forces the fluid puts on the bot and vice versa, which shouldn't be too hard but I've run out of steam.
Announcements / Re: Darwinbots 2.48.31
« Last post by Starla on September 09, 2018, 10:15:37 AM »
What's new regarding darwinbots?     There's been very little
Announcements / Re: Darwinbots 2.48.31
« Last post by Numsgil on May 02, 2018, 10:46:45 AM »
There's been very little.  (I'm still plunking away at the fluid model for Darwinbots3 but I'm at least several months away from something releasable on that front.  There's not active Darwinbots2 development going on right now, as far as I know).
Announcements / Re: Darwinbots 2.48.31
« Last post by NotLegalTender on May 02, 2018, 01:56:45 AM »
What's new regarding darwinbots?
Off Topic / Re: My SSD drive broke down. What do you recommend?
« Last post by FaustinoG on January 05, 2018, 10:16:15 AM »
I also need something for data recovery, free if possible. I'm guessing Active Undelete Pro isn't a free tool?
Bugs and fixes / How are teleporters working for you?
« Last post by Testlund on January 02, 2018, 02:33:22 PM »
So I've started a couple of sims connected with teleporters and it worked will for about 24 hours but then the teleporters just stopped working. Bots are getting deleted instead when they enter the outbound teleporter. Nothing gets saved to the hard drive. Has anyone else had any problems with this in the latest version?
Darwinbots3 / Re: Bot testbed
« Last post by Numsgil on November 13, 2017, 07:24:40 AM »
Yeah, that might work.  We can maybe even do pinching to reproduce still, and use the same idea of relaxing the spindle angles slowly over time.
Darwinbots3 / Re: Bot testbed
« Last post by Shadowgod2 on November 12, 2017, 06:38:48 PM »
ok here's my idea:

first i think they when repro should be forced into a circle at the moment they repro. they shouldn't just let the spindles snap into place but be more like a spring pushing the bots out and away, locking into place when they reach their pos. as they they move they have a height tolerance say of 20 in height to be adjustable so the spindles can get underneath and get into place faster. all the while the bot would be unable to move until all spindles are in their places. all this should solve the physics and control during the repro stage.

for manipulating the number of spindles i think it should be both according to body and bot dna storing as a range. say every 20 body gained the minimum spindles would increase by 1, it could have a maximum of 20 or double the minimum spindles that the bot, after repro, could use a store command to get to so it could use a desired spindle number. the reason i say have a minimum and max spindles is because i don't think you would want a bot that has a lot of body and be really large and only have 3 spindles or the other way around and have spindles it doesn't need. if the number of spindles is connected to body them so should the spindle minimum length of the spindles to match.

the pic is very crude but should help with the visuals of it
Darwinbots3 / Re: Bot testbed
« Last post by Shadowgod2 on November 10, 2017, 04:56:31 PM »
Hmm definitely something to think about... i have a few ideas but i need paint to test and show so i might be able to get back to you later tonight... maybe tomorrow.
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