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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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The zalópagos Islands - Biological Contest Entry
While it is commonly known that all actors in CC are created entirely by intelligent design, one Island Dares to defy this logic. These are the : zalópagos IslandsTwo rollings melons duke it out in a fight against Natural Selection, and themselves. Each brain strives to make it to the end first, but only one will survive to asexually pass on it's traits to the next generation of melons. Progressively, they will achieve greater fitness as more generations pass. Right now, there's only three traits, because the being who wrought these Islands up from the desert with his bare hands was lazy. Yeah, it's in the desert because nobody would think to look there for Islands. (They're in the oases, OKAY?)Key: Generations: Frag Counter Fitness(Angular Velocity): Health Melons: Brains EDIT: Now There are 3 Traits. Acceleration, Top Speed, and Mass. For those who don't want to wait, it tends to evolve towards a state of High Top Speed, High Acceleration, and Surprisingly, a High Mass. Feel free to add more, it's simple. EDIT: Now it's Build 24. Make Player 1 the 1st team, and Player 2 the second.
Attachments:
File comment: There, Build 24. Also, a very nice 810 DLs.
Evlution.rte.rar [35.28 KiB]
Downloaded 760 times
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Mon Sep 28, 2009 12:45 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: The zalópagos Islands
*cough*No. Never.Then don't call them melons. *mutter*
Last edited by Gotcha! on Mon Sep 28, 2009 4:52 pm, edited 2 times in total.
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Mon Sep 28, 2009 12:49 am |
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Warlord2150
Joined: Mon Sep 21, 2009 8:13 pm Posts: 46 Location: Indiana
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Re: The zalópagos Islands
By the gods, what have you done man?!
DLed for curiosity's sake - curiosity better not let me down.
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Mon Sep 28, 2009 12:52 am |
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leadpumper12
Joined: Fri Sep 21, 2007 9:50 pm Posts: 419 Location: KS
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Re: The zalópagos Islands
Let's try this out...
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Mon Sep 28, 2009 1:16 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The zalópagos Islands
By that, I assume you meant "YES! NOW!" How can you deny us a melonrace?
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Mon Sep 28, 2009 3:32 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The zalópagos Islands
Sort of boring to just watch. Also, more parameters are required.
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Mon Sep 28, 2009 4:23 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: The zalópagos Islands
I just remebered Foa's idea of evolving AI in CC.
Completely possible.
But hard.
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Mon Sep 28, 2009 5:47 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: The zalópagos Islands
Here's a parameter, coarseness.
This was entertaining, until the melons cut through the bottom of the map; nearby the end ( 90+ ) the brains were nearly able to reach the top of the cliff.
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Mon Sep 28, 2009 5:51 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The zalópagos Islands
Maybe you could randomize weight and material? I bet just having 100 materials with different combos of friction and bounciness wouldn't be too hard.
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Mon Sep 28, 2009 6:17 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The zalópagos Islands
yes but you can't change materials
meaning you'd have to have 100 different brains (one per material)
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Mon Sep 28, 2009 6:22 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The zalópagos Islands
Code: AddActor = AHuman CopyOf = Brain 1 PresetName = Brain 2 AtomGroup = AtomGroup Material = Material CopyOf = 0001 DeepGroup = AtomGroup CopyOf = 0001 Over and over. Same for the materials. I might be convinced to type it all up. EDIT: Oops! It'd be 121, forgot to include 0. Might not want to have zero though, I doubt a zero friction/bounce melon is going anywhere.
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Mon Sep 28, 2009 6:27 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The zalópagos Islands
Having made 256 mopixels in a similar means in the past I can assure you it's not fun
would recommend writing a program (should zalo do it and it be worth doing)
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Mon Sep 28, 2009 6:34 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The zalópagos Islands
Yeah I figured typing 242 lines of code wouldn't be too great, I actually realized that it should be done with a program as well. Once again, I'll write it. I'm actually trying to learn C++, so its all good. EDIT: Done. 3166 lines of awesome. Formatted by __x__ BouncexFriction Like, materials are 0x0 - 10x10 Melons are Melon 0x0 - Melon 10x10 Zalo said he will provide zero interaction but if anyone wants to use it its fine with me.
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Mon Sep 28, 2009 6:51 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: The zalópagos Islands
That's pretty cool, and cleverly formatted for easy Lua use. I just added Mass as a demo to my father, and I'll add these soon (as long as they don't totally mess up the loading times ). I'll just make the traits display in a Screen Text thing. EDIT: Sorry, CrazyMLC will not work because it tried to "Make an out of bounds Material Mapping!" I think that it will work if you remove the Indexes all together, but I can't do that with Ctrl+H.
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Mon Sep 28, 2009 5:34 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The zalópagos Islands - Now with 3 Traits!
Well, I'll hammer out the problem today! *cracks fingers* Okay, I got three versions here: Normal Lower index (Instead of 5235____ its 9____) No index
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Mon Sep 28, 2009 7:52 pm |
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