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Messages - PurpleYouko

Pages: [1] 2 3 ... 170
1
Darwinbots3 / Re: possible new project
« on: December 20, 2019, 09:28:47 AM »
My object oriented env grid concept is really more designed to make it far easier and faster to scan the botlist for details.
Each section of the grid would act as a completely independent map segment that would own all bots and other objects that are present within it.
When an object moves across a border from one segment of the grid to the next, the segments would pass ownership from one to the other.
In this way, during a sensor scan the bots only need to concern themselves with any segments that are within their sensor range. Makes the botlist WAY smaller so takes massively less processing power.

2
Darwinbots3 / possible new project
« on: December 13, 2019, 12:41:00 PM »
Good Morning DarwinBots.

It's been a long time but over the last couple of years I've been finding myself missing DarwinBots more and more and almost starting a completely new project along the same lines but not identical.
My thought are to start making a pure C++ evolvable or programable bot system using openGL with a nice tidy wrapper ( SFML is currently my favorite option ) using a multi threaded timer interrupt system and an object oriented environment grid (that constantly tracks local bots) to get around the age old limitations of nasty slow calculations.

I see that it's kind of dead around here but i thought I would just post a quick message here to see if anybody is the least bit interested in starting a complete new generation of DarwinBots.

One of the biggest issues I've come up against with C++ coding is that I will have to move completely away from the forms approach used in the VB6 version.
I took a look at the C++ code that is posted up here but I noticed that it's very old and very incomplete.
TBH I plan to throw away everything and start over with a complete new system with whole new sensory systems. The bots that I envision will literally be more like actual robots in the way they work. They will still have the ability to mutate but my plan to separate the "DNA" into two distinct parts. The first part will designate the form while the second part will be purely behavioral.
My "Bots" will be more like little nanites with different possible configurations that can be used for different things such as power generators, manipulators, weapons.
They may still end up looking like standard darwinbots (at least at first ) but that is where the likeness ends.

If anybody is interested in what I'm planning just let me know and I will keep posting updates here.

Cheers.

PY

3
Off Topic / What EricL really looks like
« on: April 02, 2008, 09:22:47 AM »
It's in the Downloads section of the forums.
Also in the Announcements section

Here is a direct link to the installer
http://webfilehosting.com/9PAWNFHAHK6E/KTRose_Installer.zip

This is WAY bigger than 200 meg though.
The entire installation will take up about 1.2 gig so if space is an issue this may not be the game for you.
Having said that, it easily fits onto the 2 GIG memory stick that I bought at Walmart for 19 bucks.

If you choose to give it a shot, you can either go to our actual game website to register an account http://ktrose.no-ip.org/index.php?a=3
or just create an account at the login screen. Just type your chosen username and password. It will tell you that the account does not exist but as soon as you retype your details it will instantly create it and let you in.

4
Off Topic / What EricL really looks like
« on: April 01, 2008, 08:48:45 PM »
Quote from: Shasta
So how is ROSE? I remember seeing it along time ago, but the monthly fee made me not want to play it.

Also, somehow I always knew EricL would like like that, though I had suspected blue hair....

EDIT: Dang, I need to type faster.
Rose is fun.
I've been playing it for about 3 years now.
And there is no fee at all on my server.
Just go to Kuro-tejina.com forums  and download our custom client then play for free.

5
Off Topic / What EricL really looks like
« on: April 01, 2008, 07:18:52 PM »
I found EricL hanging out in my MMORPG server a few minutes ago.

Here is what he really looks like.

I don't really have hair that color. The bunny hood hat is a prize I got for collecting Easter Eggs

6
Off Topic / Hello People
« on: March 31, 2008, 09:54:46 AM »
Quote from: Numsgil
pfft... forum's filled with old farts
Meh!!!!

Young whippersnapper!!

Damn these forums are getting slow these days.  
I can click on a link to a post or summat and then go make a cup of tea before it loads


7
Off Topic / Hello People
« on: March 28, 2008, 01:45:14 PM »
That was a quick answer....

In case nobody noticed I modified my avatar too. This one is taken from a screenshot in my Rose server

Quote from: EricL
Happy Birthday PY!!!!!!!!!
Cheers Eric.
Could do without being reminded of it these days though.  

8
Off Topic / Hello People
« on: March 28, 2008, 01:39:56 PM »
I was chatting with EricL this morning and he persuaded me to call in and see how things are going.

I've been kind of busy lately with developing a bunch of stuff related to MMORPGs, primarily working on an emulator for R.O.S.E. online.

I now run my own game which you can play for free if any of you are interested.

Well anyway, I will be dropping in from time to time to keep an eye on you lot.  

9
Off Topic / Hall of Fame
« on: December 12, 2006, 08:50:25 AM »
Quote from: Numsgil
Reminds me of some of the matches of Ymir vs. one of PY's bots.  It would be like 500 of PY's bots vx. 1 of Ymir, and it would take 3 hours to run a round, and Ymir would eventually win.

How's that for mind blowing
I think my bot in that epic battle was most likely Destinatus Preliator.
We had just released a new version withthe "Scalar" sysvars and your Ymir was the first true dogfighter in the new system.
We had some truly epic battles back in them days.  

10
Off Topic / Hall of Fame
« on: December 11, 2006, 09:11:44 AM »
Those settings look pretty much like the originals to me.

I was thinking that waste management could be set so that the bots would need to actively manage it but I guess that would count against some of the older bots who seem to otherwise be doing Ok in 2.4X

Let's set everything just the way it is in that list  

11
Off Topic / Hall of Fame
« on: December 08, 2006, 08:48:17 AM »
yeah that could work.
Do it whatever way you think will be best.  

12
Off Topic / Hall of Fame
« on: December 07, 2006, 09:55:21 AM »
The first tie feeder was my "H Devincio Venator"
The first bot to delete its birth ties was my "Hunter 2.13"
The first braking to align with moving veg bots was my "Destinatus Preliator"
The first bot to truly track the movements of another bot was Numsgil's "Ymir"
The first ant bot was (I think) my "Ant Bot"
The first bot with an active tie defence leach system was my "Devincio Dominator"
The first non-tie feeder with an anti-tie defence was my "Hunter 2.2" (I think)
Not sure about the first pond bot or day/night bot though I think possibly both of these may be my "Algae Stratificus" which is designed to float up and down the water column to different depths when day changes to night.

You are right, you and I did rather dominate the field way back when all these firsts came out.  
I'm sure there are some other catagories where others took the lead though, particularly if we do some stuff with evolved bots.

13
Suggestions / .xpos and .ypos/depth
« on: November 22, 2006, 08:49:58 AM »
I quite like the idea of percentages in one way but I have problems with changing the values at all from another perspective.

Right now it is possible to be extremely precise with xpos and ypos, as long as you stick to smaller sims. Take the ant bot colonies in which the workers come back to the same coordinates each time to deliver food to the queen.
Bots programmed in this way would become unable to function if they were placed into a really large sim as a percentage would represent slightly different precision of coordinates for different sim sizes. This may or may not cause problems depending on how precise the robots programming is in the first place.

My solution would simply be to change the variables that the bot uses for xpos and ypos to doubles. Then it wouldn't matter how big your sim went.

14
Suggestions / Multibot Manifesto
« on: November 22, 2006, 08:43:13 AM »
Well we already have working ant colonies and worm bots that meet the criteria.

Squids and slimes haven't been tried yet to my knowledge.

15
Off Topic / 'sup, dawgs?
« on: November 22, 2006, 08:37:51 AM »
Holy crap Pengy  

You are so behind the times. We've had the domain name for about a year now I think.

Are you back to stay this time?  

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