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Topics - Havvy

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1
Internet Mode Commentary / Internet Mode Update
« on: August 06, 2008, 12:01:47 AM »
Hmm, nobody has posted here in a month.  Is anything interesting going on?

2
Suggestions / Teleportation Sides
« on: August 05, 2008, 07:19:52 PM »
This idea is really simple.  Have it so that you can decide, instead of having each side use internet options.  I might add a color to it or something, but otherwise, it's just another type of teleporter.  Not really all that much to say really....

3
Darwinbots Program Source Code / Portable?
« on: August 05, 2008, 11:40:54 AM »
Hey, if I put this program onto a flash drive, will it leave files on the computer I run it on?  These include registry values and other files.  I think it's dependent on the .net framework.

4
Suggestions / Icons
« on: December 15, 2007, 03:45:03 PM »
Can you please add some icons for the .dbo and .sim filetypes?  Oh, and any others I haven't noticed.

5
Bugs and fixes / Void RESOLVED (NO REPRO)
« on: December 15, 2007, 02:51:17 PM »
I keep seeing this in the DNA of the bots.  I don't think it is suppose to be there, and would like to kill any bot in it, but the script engine doesn't let me find that.

I also can't figure out how to kill any bot with less than 1 body...

6
Bugs and fixes / Path Not Found RESOLVED (NO REPRO)
« on: December 10, 2007, 11:36:07 PM »
I deleted an old version of DB awhile ago after losing interest in it, and tried to reinstall it in a different location.  I'm getting Run-Time Error 76, path not found saying it can't find the settings files.

Help.

7
DNA - General / The OR Command
« on: July 02, 2007, 05:44:54 AM »
Code: [Select]
cond
 *.nrg 1000 <
 *.body 50 >
 or
 start

How would this DNA event work?

Also, if directly following a 'else' there is a 'cond', will it work like an elseif?

8
Suggestions / Sonar
« on: June 30, 2007, 03:35:16 AM »
IDEA GENUS:  Sensory Ability
IDEA SPECIES:  Sonar

[you]SPECIFICS[/you]
1)  Overview
2)  Pingss and Back Trails
2)  Frequency
3)  Summary List

[you]Overview[/you]

From what I've noticed, there seems to be only two types of sensory.  Sight and Touch.  I want to introduce once more and that is Sonar.  Sonar is by default invisible to the eye but if possible it would be nice to have options on for 'pings', 'back-trails', and always on.  Sonar just gives an overall view of the field of what's closest in a small range.  Each use of sonar would cost the bot 0.5 NGR to avoid overuse which would crash the sim.  The NGR for using Sonar would have that at a minimum for that reason.  Higher costs would be posible.  Using Sonar would be a command of some sort.

[you]Pings and Back Trails[/you]

After a part of the sonar runs into an object it recognizes (other Sonar aren't recognized) it will initiate a ping and that part of the sonar ring will stop and turn around causing what I'm calling a Back Trail.  On the back trail the signal can fade away.  Why?  Well, the sonar ring only goes so far before losing strength.  I'll let the programmer figure out that limit.  The limit also effects the back trail though so if a ping occurs after losing 51% of it's strength, it will not be able to return to the spot that the bot was at (a ping could still hit the bot if it moved in the same direction of the ping) when sonar was initiated.  The length thing would best be programmed through a timer.  When a ping hits the bot, it gives off the information of direction and distance.

[you]Frequencies[/you]

Sonar just wouldn't work without a frequency part added to it.  Basically, two random numbers between 1 and 4000 are created at a bot's birth.  These numbers are macro and micro frequency.  They are the only information that is sent out to other bots and they are mostly worthless to other bots.  The first one ,macro frequency is checked against any time two sonar meet.  If they are the same the micro frequencies are checked.  If the micro frequency is the same it ignores it (There's a 0.00000625% [1/16,000,000] chance that two bots' sonar marco and micro frequency will be the same) and if it's not then they will cause a ping to occur.  Basically the minor frequency is used as a way of stop the same bot's sonar from negating it's effect.  The ping for same macro will cause a small challenge for the bots to figure out.  Is what they hit another bot's sonar (0.025% [1/4000] chance of any two bot's sharing the same frequency) or something useful?  This part is a small test to see if they use the frequency to some unknown advantage.  One final thing about frequencies.  All bots have the ability to know when they are hit with a sonar that is there macro frequency.  It won't tell distance since it will be starting a ping , but it does have direction.  All bots (even those w/o sonar) would tell if a ping of their frequency initiated from them.

[you]Summary List[/you]
  • Sonar Goes out in all direction like a ring.
  • It costs 0.5 NRG minimum to use.
  • They have a maximum distance they can go before losing energy
  • When a ping occurs, the part that hits it flips direction and remembers distance from the hit
  • The distance is given back when the sonar returns to the bot (which is a little more difficult if the bot moves all the time)
  • Spinners can be replaced with Sonar  (More of a use)
  • There is a macro and a micro frequency.
  • All bots generate them at birth (between 1 and 4000 each)
  • A bot hit with the same macro frequency it is born with will register it occuring
Somebody please code this into the sim.

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