Darwinbots Forum
Code center => Darwinbots Program Source Code => Topic started by: Botsareus on August 27, 2011, 02:57:27 PM
-
First some questions :
Other then Formula 1 mode, what else is still not working?
I have seen the feed code, but I have not seen any restrictions code that restricts stuff like motion if robots use chloroplasts. If the code is there, please let me know where to look...
The only difference with the graphs is that they use flags such as "POPULATION_GRAPH" instead of numbers, right?
-
I have seen the feed code, but I have not seen any restrictions code that restricts stuff like motion if robots use chloroplasts. If the code is there, please let me know where to look...
There isn't any. Part of the idea is that sedentary behavior would arise naturally as a consequence of the increased mobility cost of being so large.
-
The thing that restricts motion is that when the bots are moving fast they have such a large momentum. It was hilarious watching bots with chloroplasts trying to move.
-
Ok, got it.
What about:
Other then Formula 1 mode, what else is still not working?
The only difference with the graphs is that they use flags such as "POPULATION_GRAPH" instead of numbers, right?
BTW:
I think we just add a cambo box to F1 saying what robot is used as veg...
-
I think we just add a cambo box to F1 saying what robot is used as veg...
I know I have made some mistakes before, but please tell me this is a good idea...
-
ok, nm
we are apparently going with, the first robot inserted is the veg.
-
But F1 won't use veggies anymore. Just chloroplasts.
-
But F1 won't use veggies anymore. Just chloroplasts.
Right, but you still need a neutral bot that both species can feed from.
-
What do you mean? I'm confused.
-
http://forum.darwinbots.com/index.php/topic,279.0.html (http://forum.darwinbots.com/index.php/topic,279.0.html)
In F1 mode, as you can see, we need a robot to feed from. It was never cold Robot vs. Robot. It was Robot vs. Robot with food.
-
Ah, yes.
-
Sorry for the late reply, I DJ and I have a show coming up.
Can I get an example robot where the ties are acting weird ?
-
My first show went well, except they wanted more music variety.
How about we wire .chlr directly into body. (In master > updatesim first line .body + .chlr lest line .body - .chlr) , Then we subtract .chlr when we do measurements.
We need to make body a long.
We subtract when:
* body limit is reached test.
* average body graph.
* need to display body in robot info
* shot size
* am I missing anything?
This way we don't have to worry about MB physics since MB physics is not a 'measurement.'
Sashta and/or Panda good idea?
-
hmm, I am running into a problem already, I can not figure out what controls shot size.
-
never mind, epic fail :( I can't get the shot range* to go down, and am getting weird bugs all over the place.
-
Which brings me back to my original question: Can I get an example robot where the ties are acting weird ?
-
most of the MBs in the beastiary have ties that are somewhat spastic and 'strange' if you ask me...
-
I am just not going to change robot radios when implementing chloroplasts, it is not a perfect fix, but it should do.
The main problem was due to the way tie physics are calculated very big robots allowed the tie to go negative.
-
'go negative'?
-
Here is an illustration:
tie is measured from the center of the robot although it is displayed from the robots edge so we have:
( xx)xxxxxxx(xx )
now the tie length limit before it snaps is:
xxxxxxxxxxxx
if the robot is too big, say:
( )
then the tie will snap at any rate.
It is a little more complex then that, because this new explanation I just gave you has nothing to do with 'go negative.' But, it does if you look at the code.
-
ok got it
btw we should really have a 'thumbs up' emote or something like that