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Messages 235 - 264 of 835   Oldest  |  < Older  |  Newer >  |  Newest
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235
... The performances of sides aren't too informative, because most combinations haven't been written. Autotrophs with dodging fighters, for example, can't do...
Devon Schudy
dschudy
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Jan 6, 2003
4:15 am
236
... Hehe, took me about 30 seconds of playing grobots to realize this. :) The rational behind the changes you are making sound good. Eventually I'll get some...
Daniel Von Fange
brains@...
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Jan 6, 2003
11:25 am
237
... I still think this sounds a little strange. You can build brand new armor for 1 per unit and repairing cost 1.5 or more. But hey, if it works in practice...
Matt Burkholder
mburkholder
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Jan 6, 2003
3:28 pm
238
Hi guys I've been interested in Grobots for a while, but I have a PC, So I havn't been able to download and use. After I read that Tilendor is porting it to PC...
James Austin <austinj...
austinjames84
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Jan 7, 2003
12:42 am
239
Hey all, progress on my port is coming slowly, due to my new job and the disorganization that entails. But now that things have settled down, I promise to get...
Tilendor@...
Tilendor
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Jan 7, 2003
2:27 am
240
Teaching programming *is* a potential use for Grobots. However, it isn't ready yet. First, we need to finish the debugger, and hopefully replace the language...
Warren Schudy
wschudy
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Jan 7, 2003
4:38 am
241
... taken. >Whether it's equivalently confusing remains to be seen. This is, what, the fifth >attempt to discourage large cells? I guess I find them a little...
Matt Burkholder
mburkholder
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Jan 9, 2003
11:15 pm
242
... We keep thinking of that and rejecting it because it doesn't seem very armorlike. OK, now I've implemented it. I still don't like it. It makes repairing...
Devon Schudy
dschudy
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Jan 12, 2003
4:52 am
243
... You've been right more than me. If you know like it don't do it. I'm just throwing out ideas. ... I agree with this. The problem is figuring out how. ...
Matt Burkholder
mburkholder
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Jan 13, 2003
3:51 pm
244
I've been thinking about the size balance problem. It seems that so far efforts have been concentrating on penalizing large cells. In my view, it might be...
Tilendor@...
Tilendor
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Jan 13, 2003
8:47 pm
245
... For the simulation, we used math coordinates, so positive y is upwards, positive x rightwards, and angles measured counter-clockwise from the positive...
Warren Schudy
wschudy
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Jan 14, 2003
5:15 am
246
... Same on the Mac, and on every graphics system I know of. Coordinate systems for angles, however, vary widely, so we'll have to fix GBGraphics::DrawArc to...
Devon Schudy
dschudy
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Jan 14, 2003
6:13 am
247
Alright, here it is. This is untested because it only patches a couple portions of the code. I am confident that it works however, being rather familiar with...
Tilendor@...
Tilendor
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Jan 14, 2003
8:35 am
248
Whoops, Yahoo groups doesn't seem to like attachments, here is a link to the file. <A...
Tilendor@...
Tilendor
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Jan 14, 2003
9:15 am
249
... make ... I guess another thing we might consider is that the marginal cost/marginal benefit for all hardware is constant. That really wouldn't be true of ...
Matt Burkholder
mburkholder
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Jan 14, 2003
2:43 pm
250
... I like the idea of a stun-gun, though I'm concerned that the recipients of the stunning might have to write boring boilerplate to recover gracefully from...
Warren Schudy
wschudy
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Jan 14, 2003
4:36 pm
251
... should solve this: when you see giants, build stunner-users. This brings up something I've noticed and found a little annoying, though I haven't played yet...
Tilendor@...
Tilendor
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Jan 14, 2003
5:45 pm
252
So far the views I've looked at have all been changed to use the graphics portability layer, cutting down on my work tremendously. The one that isn't fully...
Tilendor@...
Tilendor
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Jan 14, 2003
6:57 pm
253
... 1/60 of a second (or 1/60.15 depending on who you ask). TickCount is only used for four things: initial random seed (in GBRandomState), limiting the...
Devon Schudy
dschudy
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Jan 15, 2003
8:27 am
254
(20030105) Added seek-moving-location What does this do? Shield function = ? I think the 100 per type annoying too but not too big a deal. What about...
Matt Burkholder
mburkholder
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Jan 15, 2003
10:29 pm
255
Conditional hardware on children could be evilly fun. It could be used like DNA....
Daniel Von Fange
brains@...
Send Email
Jan 15, 2003
10:34 pm
256
... It's in the documentation! This is something like the third time I've actually documented a feature right away. :) It's like seek-location, but tries to...
Devon Schudy
dschudy
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Jan 15, 2003
11:21 pm
257
... Craziness? This is one of the standard coordinate systems. Navigators have needed to describe directions longer than mathematicians, and they use degrees...
Devon Schudy
dschudy
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Jan 16, 2003
12:43 am
258
... Thank you, Thank you, Thank you!...
Daniel Von Fange
brains@...
Send Email
Jan 16, 2003
1:07 am
259
... Actually, grenades can hurt small cells more, because they hit multiple targets. The current explosion damage (roughly proportional to square root of mass)...
Devon Schudy
dschudy
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Jan 16, 2003
2:12 am
260
... By "window", I meant one of those movable things with a title bar, regardless of how that's implemented on various platforms. Having separate windows might...
Devon Schudy
dschudy
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Jan 16, 2003
2:14 am
261
... This is one of the uses of having multiple types. :) A few sides (Ants; an unreleased version of Commune; any others?) try to build different types based...
Devon Schudy
dschudy
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Jan 16, 2003
3:35 am
262
... We've always intended it to be a somewhat defensive game. Combat is supposed to exist, but only when it gains you something. Defense and predation should...
Devon Schudy
dschudy
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Jan 16, 2003
4:12 am
263
At really small sizes you run into quantization problems, as in both of those examples. Really tiny cells still take an entire blast to kill, and an entire...
Matt Burkholder
mburkholder
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Jan 16, 2003
3:42 pm
264
... Shields change color depending on their strength now, so light shields are hard to see. Productive's missiles' shields are nearly invisible (but they're...
Devon Schudy
dschudy
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Jan 16, 2003
6:32 pm
Messages 235 - 264 of 835   Oldest  |  < Older  |  Newer >  |  Newest
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