8/3/2011- Evolution Simulator V6.2

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Re: 8/3/2011- Evolution Simulator V6.2

Postby Someone Else » Thu Aug 04, 2011 8:27 am

I think I liked it better when the circles were bigger, so they would fill the entire area. Maybe couple the probability of spawning a new circle to the population, so the population would expand rapidly at first, then slow down as it gets bigger.

Also, with the new textures, I think I like this for textureMatrix:
Code: Select all
{{texture == "male"} ? {[1.0000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 1.0000000000000000, 0.69999998807907104, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000]} : {[1.0000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 1.0000000000000000, 0.40000000596046448, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000]}}
This places the arrow on the male texture or the cross on the female texture roughly centered on the circle. This makes it easier to see the actual gender.

I've also generated two more versions of scene.my.randFloat:
Code: Select all
scene.my.randUniform = {
    scene.my.memory = math.mod(scene.my.memory + 2 * sim.time * 137 * math.pi, 2) - 1;
    scene.my.memory
};
scene.my.randBell = {
    N = (scene.my.memory + 2) * sim.time * 137 * math.pi;
    scene.my.memory = math.tan(math.mod(N, 2.5) - 1.25) * (1 / math.tan(1.25));
    scene.my.memory
}

Scene.my.randUniform will generate a random number between 1 and -1 with roughly uniform distribution, meaning that the output is about as likely to be anything as anything else.

Scene.my.randBell will output a number such that is is more likely to be closer to 0 then anything else. A histogram generated by this function will resemble a bell curve.

Either of these can be inserted into scene.my.randGeneticPan, substituting scene.my.randFloat. For the purposes of this genetic simulator, you will probably want scene.my.randBell.

Also, you might want to upload 6.3 as separate scene, because the plants will probably introduce a lot of lag.
Further updated can be made from there, but the idea is to keep the final version of 6.2 on the servers.
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Re: 8/3/2011- Evolution Simulator V6.2

Postby Blazemann » Thu Aug 04, 2011 7:46 pm

Someone Else wrote:I think I liked it better when the circles were bigger, so they would fill the entire area. Maybe couple the probability of spawning a new circle to the population, so the population would expand rapidly at first, then slow down as it gets bigger.

Also, with the new textures, I think I like this for textureMatrix:
Code: Select all
{{texture == "male"} ? {[1.0000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 1.0000000000000000, 0.69999998807907104, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000]} : {[1.0000000000000000, 0.00000000000000000, 0.50000000000000000, 0.00000000000000000, 1.0000000000000000, 0.40000000596046448, 0.00000000000000000, 0.00000000000000000, 1.0000000000000000]}}
This places the arrow on the male texture or the cross on the female texture roughly centered on the circle. This makes it easier to see the actual gender.

I've also generated two more versions of scene.my.randFloat:
Code: Select all
scene.my.randUniform = {
    scene.my.memory = math.mod(scene.my.memory + 2 * sim.time * 137 * math.pi, 2) - 1;
    scene.my.memory
};
scene.my.randBell = {
    N = (scene.my.memory + 2) * sim.time * 137 * math.pi;
    scene.my.memory = math.tan(math.mod(N, 2.5) - 1.25) * (1 / math.tan(1.25));
    scene.my.memory
}

Scene.my.randUniform will generate a random number between 1 and -1 with roughly uniform distribution, meaning that the output is about as likely to be anything as anything else.

Scene.my.randBell will output a number such that is is more likely to be closer to 0 then anything else. A histogram generated by this function will resemble a bell curve.

Either of these can be inserted into scene.my.randGeneticPan, substituting scene.my.randFloat. For the purposes of this genetic simulator, you will probably want scene.my.randBell.

Also, you might want to upload 6.3 as separate scene, because the plants will probably introduce a lot of lag.
Further updated can be made from there, but the idea is to keep the final version of 6.2 on the servers.

Thankyou and yes to all of the suggestions. The randBell will be great for mutations.
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Re: 8/3/2011- Evolution Simulator V6.2

Postby Someone Else » Fri Aug 05, 2011 3:45 am

Blazemann wrote:The randBell will be great for mutations.

And that is why I created it. At one point, I tried applying some of the randBell code to randUniform, to cut down on some code, but it did nothing more than completely and utterly spaz out.

It would make aligning textureMatrix simpler if you used male and female textures that had the same orientation. This way, when you align one, the other will align itself automatically. And you wouldn't need that bulky IF statement in my code.

And I am happy to spew lots and lots of suggestions all over the place at every possible opportunity, whether you like it or not.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: 8/3/2011- Evolution Simulator V6.2

Postby Blazemann » Fri Aug 05, 2011 8:54 pm

Someone Else wrote:
Blazemann wrote:The randBell will be great for mutations.

And that is why I created it. At one point, I tried applying some of the randBell code to randUniform, to cut down on some code, but it did nothing more than completely and utterly spaz out.

It would make aligning textureMatrix simpler if you used male and female textures that had the same orientation. This way, when you align one, the other will align itself automatically. And you wouldn't need that bulky IF statement in my code.

And I am happy to spew lots and lots of suggestions all over the place at every possible opportunity, whether you like it or not.

I already had the male and females oriented correctly for the last two updates. And I removed the if statement then as well.
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Re: 8/3/2011- Evolution Simulator V6.2

Postby Blazemann » Fri Aug 05, 2011 8:55 pm

Anyway, work on this is on hold until sunday. I have Dungeons to explore and Dragons to defeat.

And for those who need it spelled a little more clearly, I am off for Dungeons & Dragons.
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Re: 8/3/2011- Evolution Simulator V6.2

Postby Someone Else » Sat Aug 06, 2011 3:01 am

I will check it out when I get a chance. I am now using a new computer, with Linux, and I only ever downloaded Windows versions...
Matthias Wandel is epic, in my humble opinion.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.

ARE YA HAPPY NOW?????

Thymechanic/Phundamentalist

Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
User avatar
Someone Else
 
Posts: 1147
Joined: Sun Nov 21, 2010 10:53 pm
Location: The Milky Way Galaxy

Re: 8/3/2011- Evolution Simulator V6.2

Postby TC42 » Sat Aug 06, 2011 4:14 am

Someone Else wrote:I will check it out when I get a chance. I am now using a new computer, with Linux, and I only ever downloaded Windows versions...


If you figure out how to install the linux (AKA ubuntu) version of algodoo, PM me. I can't figure out how on earth to install anything on ubuntu.


But this is no longer on topic...
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