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Messages - Shasta

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61
Bugs and fixes / Re: 2.1 : Walls are bugged
« on: November 06, 2010, 04:54:43 AM »
2.1 is really, really old; as in over seven years old. May I suggest looking at http://www.darwinbots.com/WikiManual/index.php/Main_FTP and downloading the newest version? :happy:

62
Darwinbots3 / Re: NEED PASSWORD FOR SVN:
« on: November 05, 2010, 06:50:55 PM »
All of the graphics stuff is inside Modules/Graphics. Inside there are several different folders Graphics/Core is the standard interface to drawing objects, then each of the others actually goes about the action of drawing something. Graphics/XNA is the one with the most work on it, so I would look at that. You will need the XNA SDK (v 3.X) to test it out though. You can download that here.

Tangential:
Clutter / ClutterSharp might be a good library to look into, cross platform (Mono), with OpenGL accelerated drawing

63
Announcements / Spam and Possible Registration Issues.
« on: November 04, 2010, 04:43:52 PM »
In response to the spammers who were constantly registering on the forums I installed some new protections. When you register your information is checked against the database at http://www.stopforumspam.com/ If you are having trouble activating your account / registering please let Numsgil or I know through email and we can create one for you. Sorry if anyone runs into this, but it was necessary.

Emails (Click the ...):

Shasta - sha...@spark-gap.com
Numsgil - Nums...@yahoo.com

64
Darwinbots3 / Re: NEED PASSWORD FOR SVN:
« on: November 04, 2010, 04:11:29 PM »
DB3 is divided up into a bunch of components that will join together to become the usable simulation. See the wiki on DB3. Currently there is nothing resembling a simulation ala BD2. All of the work right now is on the math and physics libraries (Azimuth and Lodestone respectively). There isn't anything to really jump straight into coding for DB3 (I think, Numsgil is the one who really knows).

65
Mutations / Re: Strange mutation (Mut)(Chesterkit)-10.03.07
« on: November 02, 2010, 10:32:35 PM »
Quote
Mar 13 2007, 05:08 AM

That is a bit of a necro there.

66
DB2 runs fine on Vista/7. I've been meaning to put out a new installer. (I really will get around to it. Soon.) I've been developing on Windows 7 x64, trust me when I say it works. What you need is to install it with administrator privileges and place it some where out side of the program files folders. A good location is C:/Darwinbots2 or C:/Users/USERNAME/Darwinbots2

67
Darwinbots3 / Re: NEED PASSWORD FOR SVN:
« on: November 02, 2010, 10:26:08 PM »
I merged the topics, just wait a little while next time, I check the forums pretty often, posts will be seen. The browser based "interface" really just shows the current state of things, its not for downloading or committing. SmartSVN just downgrades to a different version after 30 days, it still works. All of the repositories have public read access. Checkout (using a SVN client) the code from one of these urls:

http://www.darwinbots.com/svn/Darwinbots3
http://www.darwinbots.com/svn/Darwinbots2

If you have some code to submit, send me a pm with which one you want access to and I can set it up for you.

68
Suggestions / Re: Chloroplasts
« on: October 21, 2010, 11:01:38 PM »
"Chloroplasts needed for 1 NRG per cycle"
Nrg per kilo-chloroplast or something along those lines makes a bit more sense to me.

69
DNA - General / Re: Intelligence
« on: October 18, 2010, 07:09:31 PM »
I have a pet theory it requires some true randomness, which would imply either connecting to some fancy radioactive-decay-random-number-generator-hardware or quantum computers
There are some processors that have a built in random number generator (Wikipedia says the VIA C3 processors, but I seem to remember others as well), not quite perfect, but I would think they would get pretty close.

70
Suggestions / Re: Chloroplasts
« on: October 18, 2010, 06:17:54 PM »
Yeah, that seems reasonable. However, they would die really quickly from body shots also, especially before they have time to build up shell. Maybe make body shots destroy chloroplasts also?

71
Suggestions / Re: Chloroplasts
« on: October 18, 2010, 12:14:45 PM »
I'm not a huge fan of changing how the veggies work, except maybe how they are given energy. Also, setveg seems a bit odd to me; a one time toggle that does the same thing as marking them a veggie. May as well just mark them a veggie.

72
DNA - General / Re: question about evo bots..
« on: October 14, 2010, 01:12:38 AM »
You can't automatically have the program spawn new bots unless you mark them as veggies. You could mark them as veggies and then set it so they get no energy. However, if you are running a zerobot sim I don't think you really want new ones getting spawned, you probably just want to adjust the costs so your bots don't die as quickly.

73
Bugs and fixes / Re: DBIM error
« on: October 09, 2010, 05:18:27 PM »
New version of DBIM is online.

74
Bugs and fixes / Re: DBIM error
« on: October 08, 2010, 04:34:20 PM »
I will look into it tonight.

75
Bugs and fixes / Re: DBIM error
« on: October 07, 2010, 03:05:24 AM »
Ummmm..... no.








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