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Darwinbots3 / Re: Trying to get darwinbots3 to build.
« Last post by Numsgil on December 30, 2019, 05:40:41 AM »
Modules look for dependencies in Bin/Release/...  You might double check that .dlls actually got put there after you ran build.py.  Likewise in Visual Studio you might try expanding the "References" of a project and see if there's any broken links.  DarwinbotsGUI has references to Azimuth there, for instance.  I can tell you is I did a fresh checkout on my machine and it worked, but it's entirely possible there's some assumption I'm making about how stuff is setup that isn't true for everyone.  I looked through the project files and didn't see any hard coded paths, for instance, but maybe there is one somewhere being sneaky.

Alternatively you might try looking at any local changes.  It's possible that VS2017 tired to do an in-place upgrade that screwed some stuff up.

...

On purpose I didn't want to have one single solution.  It may be overkill (arguably an enterprise solution) but it helps enforce separation of concerns and makes cloning one of the individual modules on another project easier (say, if I wanted to mess around in Unity with the Math library and not with the graphics library).  I've also found that a single solution tends to dramatically inflate build times, even if it only contains projects that aren't changing, as Visual Studio has to scan for which projects have changes.  I'm ideally aiming for build times of under 1 or 2 seconds to keep iteration time high.  The downside is that it's harder to do a build of everything (though build.py is supposed to make that trivial) and I often need several visual studio instances open, one for each module.
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Darwinbots3 / Re: possible new project
« Last post by scood on December 29, 2019, 10:29:22 AM »
Posting to designate interest.
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Darwinbots3 / Re: Trying to get darwinbots3 to build.
« Last post by scood on December 29, 2019, 10:26:26 AM »
Okay so it seems like I run the python script and everything seems to compile succesfully but when I open a project in Visual Studio 2013 and try to build it their I get the same errors that I got with 2017.

Error   1   The type or namespace name 'Azimuth' could not be found (are you missing a using directive or an assembly reference?)   C:\Users\<myname>\Documents\darwinbots\Darwinbots3\Trunk\Modules\Darwinbots3\Darwinbots3GUI\Robot.cs   8   7   Darwinbots3GUI

And a whole bunch of other errors trying to find other modules. Seems like I need to tell visual studio where to find them. I'm kind of surprised that all these projects aren't just under one solution. Would make it easier to build.
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Darwinbots3 / Re: Trying to get darwinbots3 to build.
« Last post by scood on December 29, 2019, 08:55:57 AM »
Right, the python script looks in the registry for 2017 and then fails because 2017 doesn't place any information about itself in the registry.
I modified the python build script to force it to use the actual location of what it's looking for but it seems like it still has issues getting the full project to build. Compiler errors such as "...can't find namespace vector...." I'll just try installing 2013 and see if that helps.

EDIT: seems like it just doesn't work with future versions of visual studio. builds fine with 2013
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Darwinbots3 / Re: possible new project
« Last post by Numsgil on December 20, 2019, 11:33:04 AM »
Ah, you're basically describing a broad phase, specifically a uniform grid.  (See this lecture, for instance).  There are a couple other methods, each with pros and cons.  Personally I like sort and sweep (also called sweep and prune) just for the simplicity of implementation.  You basically project all your convex boundaries on to an arbitrary axis, sort everything, and find potential collisions by walking forward or backward from a given point.  Spatial hash could also work.  Basically a uniform grid but instead of having every cell be unique you take the x,y coordinates of non-empty cells and use it to construct a hash function in to a hash table.  Then you're only really storing cells that have stuff in them.  Worst case two cells map to the same hash cell but you still have to do a narrow phase check so it's just a few extra narrow phase checks in practice and not a big deal.
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Darwinbots3 / Re: possible new project
« Last post by PurpleYouko 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.
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Darwinbots3 / Re: possible new project
« Last post by Numsgil on December 19, 2019, 05:03:16 PM »
Hey PY!  It's been a long time!

I'd chuck the old C++ version, except maybe to see how I approached some things.  For better or worse it inherits a lot of the sins of the VB6 version and I was a fairly green engineer at the time.  There's a lot I'd do differently.

For an environment grid I'd ditch object oriented entirely and do a functional style.  Essentially several flat 2D arrays of scalars with some kernels to apply to them.  I feel that's more likely to be both testable and performant.  This talk is python-centric but about doing Conway's game of life in an object oriented way and why that might not be the best way to do it.  Might give you some food for thought.

It probably just makes sense to host code on github (assuming you want to open source it) but you're welcome to any server resources you'd like.  The server is just running linux where we have (essentially) root access.

When I find free time I still try to work on DB3 but I'm happy to put together a few CLs for your project if there's anything well defined you'd like to farm out.
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Darwinbots3 / possible new project
« Last post by PurpleYouko 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
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Darwinbots3 / Re: Trying to get darwinbots3 to build.
« Last post by Numsgil on October 18, 2019, 08:08:21 PM »
There aren't any up to date build instructions, but build.py should work.

The default version of visual studio it looks for is 12.0, which is Visual Studio 2013.  You can change the version by adding `--version XXX` to the arguments to build.py.  You can see the different versions of Visual Studio here:  https://en.wikipedia.org/wiki/Microsoft_Visual_Studio.  It looks like 2017 is 15.0

That said, I don't know if the build script will work with newer versions of Visual Studio.
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Darwinbots3 / Trying to get darwinbots3 to build.
« Last post by scood on October 17, 2019, 10:09:00 PM »
What version of visual studio is required.
As of this writing it does not build with visual studio 2017 because visual studio 2017 does not have a registry entry where the python build script expects it to be. Is there more detailed build instructions?
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