Recent Posts

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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.
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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
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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).
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Announcements / Re: Darwinbots 2.48.31
« Last post by NotLegalTender on May 02, 2018, 01:56:45 AM »
What's new regarding darwinbots?
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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?
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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?
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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.
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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
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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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Darwinbots3 / Re: Bot testbed
« Last post by Numsgil on November 10, 2017, 07:02:00 AM »
Yes, I was thinking along the same lines.  There are two issues to think about:

If you pinch a bot, are the two resulting shapes valid bots?  You have to take the points on the perimeter of the original bot that formed the endpoints for its spindles and map those to the spindles of the new daughter bots.  Even if you try to make the nucleus of the daughter bots as close to the nucleus of the original bot as possible, they can't exactly overlap, since spindles have a minimum length so the nuclei have to be 2x that minimum distance apart.  We could just disallow reproduction until the two resulting daughter bots would be valid, but that's maybe a bit finicky.  We could let them split in an invalid configuration and just softly correct it over a few frames, but that has implications for physics.

Second, if bots reproduce by pinching, that means they need a mechanism for adding more spindles.  Again, the spindles are a uniform angular distance apart, so adding 1 more spindle to a bot changes where the end points of the spindles are.  For bots with lots of spindles that's not that big of a deal but if your bot had like 7 spindles, the difference is pretty obvious.  Do you snap it in to the correct place, or move it slowly over multiple cycles?  Either way has strong implications for either physics or DNA control.

Alternatively you could have bots only be able to double, triple, etc. the number of spindles they have.  That would let the new spindles appear between the existing ones and not have to change the geometry at all.  But it does limit the behavior of bots somewhat.

These aren't insurmountable issues, but I don't have clean answers to them yet, either.
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