I got Grobots working over the weekend. The 3/27 version worked on my B&W. I've been working on a side. I still have some bugs in my food gathering code so...
... If the bug keeps troubling you send the bot to the list and we can help. ... Another good question that should be in the doc. Answer: damageReceived =...
... This chaqnged a few days ago. Now there is a small overhead: the first .005 power per mass do nothing. Shields above that reduce damage exponentially as...
... What's a weapon? Do siphons, force fields work through shields? -wjs P.S. I am rewriting Rat (hardware and software) to do better with the new shielding...
... Currently neither works. Maybe they should. Also, weapons currently don't get to reload or do anything (Act isn't called) while shields are up. This could...
... While not physically reasonable, reloading not working with shields up is necessary for balance. The new Rat was going to use a 5 second reload time weapon...
I've got my first side so it pretty much works. I can't say it very successful yet. I can kill lunatics very easily and will eat all of the rabbits. But...
The equation of motion for motion in one dimension is: newspeed = speed*0.96 - 0.003 + enginepower*0.3/mass/max(speed, 0.05) solve for constant speed assuming...
... Oops. The last two lines correspond to a robot that is 100% engines and 200% engines respectively. The maximum theoretical speed using engines is therefore...
... The numbers below don't seem to correspond to the ones above. Alternate way to look at params: -amount of inertia (efficiency) -price of high speed (drag /...
... The difference between friction and drag is that friction, like a box sliding on a table, is independant of speed, but drag, like the resisting force of a...
... It's fun watching thirty Gnats charge across the world to kill something. It's not so fun watching them get swatted one by one as they arrive. They'd be...
On movement: I don't think I remember any separate friction term from physics class, but it's a practical way to get the behavior we wants. Everyday machines,...
... It's not because of drag, but because kinetic energy increases as the square of speed. If accelerating from zero to 10 kph costs a spoonful of gas, then...
... That's okay, I think. Is there any reason we want stationary cells? ... I made it more expensive by doubling the mass of all hardware. Now a standard robot...
... A few balance issues raised by Megadont: 1) large robots can get significant rounding error in the seeding process. To avoid this, excess energy when there...
... Excess energy is now added as food. This isn't a real solution, but I don't feel like spending much effort on this problem. ... Maybe we should make big...
... Something like effectReceived = sizeOfEffect * k * sqrt(massOfRobot). This would mean that a big robot would be affected more than a small robot in the...
I just wanted to give you guys my 2 cents. I think you are trying to tweak the game engine too fast. There have only been about a dozen sides written and...
... We decided a month or two ago to remove sensor reload times and cooldowns. We would rather have sensor firing rates limited by energy use than by hardware....
... Perhaps someone with a mac should make a variant of megadont that is 1/5th the size and see how well it does compared to the regular megadont. The...
... Our tweaks are not intended to strengthen or weaken specific sides, but to fix balance problems. Some of these problems are illustrated by a side (like...
Did you change something else? I made changes to gnats and megadont just to account for not having *-sensor-cooldown and now I get think stack overflows in...
1) Communication between cells is way too difficult. Many (most?) types of communication would be much easier if message-passing semantics were available. IE:...