Home | Blog | Software | Reviews and Features | Forum | Help | Donate | About us
topbanner_forum
  *

avatar image

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
  • December 10, 2016, 12:35:59 PM
  • Proudly celebrating 10 years online.
  • Donate now to become a lifetime supporting member of the site and get a non-expiring license key for all of our programs.
  • donate

Last post Author Topic: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.  (Read 7089 times)

Eóin

  • Charter Member
  • Joined in 2006
  • ***
  • Posts: 1,401
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #25 on: January 28, 2011, 05:46:11 PM »
Saw this link on Reddit, apparently it's the latest version http://www.boxcar2d.com/.

timns

  • Supporting Member
  • Joined in 2007
  • **
  • Posts: 1,211
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #26 on: January 28, 2011, 06:11:09 PM »
On that new version I keep getting cars with no wheels at all!  :mad:

Stoic Joker

  • Honorary Member
  • Joined in 2008
  • **
  • Posts: 6,296
    • View Profile
    • www.StoicJoker.com
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #27 on: January 28, 2011, 06:27:54 PM »
I've been watching for a while now and it appears to me as though the number in parentheses is twice the previous generation's highest score.

I'm with you on the "goal" theory. It seems that the expectations for the current generation are based on the achievements (/aspirations) of the previous generation.

It's also interesting to watch how the mutations follow a pattern as they try to "learn" their surroundings.

A backward flip over (early gens) results in either wheels on top or a forward weight bias.

Forward flips result in more centered weight distribution.

High centering gets a shorter wheel base.

etc, etc.


worstje

  • Honorary Member
  • Joined in 2009
  • **
  • Posts: 571
  • The Gent with the White Hat
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #28 on: January 28, 2011, 07:09:20 PM »
I like the new version. I'm running it non-stop with the 8-wheels-max setting - it is hilarious.

I am annoyed through that only some of the wheels seem to be 'powered'. Some touch the ground at times but don't propel it at all, making me slide back down on ramps after a few amusing flips. :(

Stoic Joker

  • Honorary Member
  • Joined in 2008
  • **
  • Posts: 6,296
    • View Profile
    • www.StoicJoker.com
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #29 on: January 28, 2011, 07:23:09 PM »
I like the new version. I'm running it non-stop with the 8-wheels-max setting - it is hilarious.

Oh yeah, that's insane!  :D

timns

  • Supporting Member
  • Joined in 2007
  • **
  • Posts: 1,211
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #30 on: January 28, 2011, 07:24:01 PM »
I like the new version. I'm running it non-stop with the 8-wheels-max setting - it is hilarious.

I am annoyed through that only some of the wheels seem to be 'powered'. Some touch the ground at times but don't propel it at all, making me slide back down on ramps after a few amusing flips. :(

Every time that happens, in my mind I hear the muted trumpet of disappointment: wah-wah-waaaahhh

Deozaan

  • Charter Member
  • Joined in 2006
  • ***
  • Points: 1
  • Posts: 7,724
    • View Profile
    • The Blog of Deozaan
    • Read more about this member.
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #31 on: January 28, 2011, 09:08:44 PM »
This seems to make a great case for Intelligent Design. ;) I'm sure after a few minutes of manually tweaking I could get my motorcycle to fare a lot better than it's doing after hours of evolutionary genetic mutations. :P


Eóin

  • Charter Member
  • Joined in 2006
  • ***
  • Posts: 1,401
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #32 on: January 28, 2011, 11:27:12 PM »
True, but could you design a better motorcycle than one resulting from 1 million+ years of evolving 8)

Deozaan

  • Charter Member
  • Joined in 2006
  • ***
  • Points: 1
  • Posts: 7,724
    • View Profile
    • The Blog of Deozaan
    • Read more about this member.
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #33 on: January 29, 2011, 06:56:14 AM »
True, but could you design a better motorcycle than one resulting from 1 million+ years of evolving 8)

Show me a motorcycle that's been evolving for 1+ million years and I'll let you know. :P


Eóin

  • Charter Member
  • Joined in 2006
  • ***
  • Posts: 1,401
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #34 on: January 29, 2011, 08:59:40 AM »
I am annoyed through that only some of the wheels seem to be 'powered'. Some touch the ground at times but don't propel it at all, making me slide back down on ramps after a few amusing flips. :(

To me it does seem all the wheels are powered, but inertia, friction, gravity, etc mean some times a wheel doesn't seem to cut for a slope. Personally I'd like to see them being given more time to recover after sliding back down a hill. I've seen a few look like they were about to start motoring up the hill but a killed off because the inertia from the previous slide down it still lingered just a bit.

I imagine though the author was careful to avoid any loops where a car never actually progressed, but also never got killed off.

AndyM

  • Charter Member
  • Joined in 2006
  • ***
  • Posts: 616
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #35 on: February 01, 2011, 10:17:13 PM »
I think the angle of the shock absorbers makes a difference.

Deozaan

  • Charter Member
  • Joined in 2006
  • ***
  • Points: 1
  • Posts: 7,724
    • View Profile
    • The Blog of Deozaan
    • Read more about this member.
    • Donate to Member
Re: Darwinism + geneticism +walkers = The Walking Zed!
« Reply #36 on: February 11, 2015, 01:36:21 AM »
NECRO THREAD, ARISE FROM YOUR GRAVE!

I recently came across this, from the same guy who did the first one.


Quote
How is the score calculated?
In order to promote upright walking, each creature receives points based on how high the head is in relation to its feet, and how much it advances while upright. Bonus points are given for each proper step forward.

I don't find it nearly as fun to watch as the genetic cars, but it's still pretty spiffy.

As an aside, after playing around with the Genetic Cars again, I was unsatisfied with how some things worked. I saw that the source was available, so I've been referring to it to make something similar in Unity. Here are some screenshots of my progress (click to embiggen):

Here's one of my earliest screenshots after getting the basic (though still somewhat incomplete) car generation working:

Screenshot - 15-02-09, 21-20-54.pngDarwinism + geneticism + two-wheeled vehicles = ... awesomeness.

Here's one that wins the award for BEST PROCEDURALLY CREATED CAR EVAR!!!!111:

Screenshot - 15-02-10, 19-07-38.pngDarwinism + geneticism + two-wheeled vehicles = ... awesomeness.

And here's a rather sporty little car that was doing great compared to its peers, but my timing on the screenshot was poor. It's doing a little nosedive after coming down off a hill:

Screenshot - 15-02-10, 19-09-50.pngDarwinism + geneticism + two-wheeled vehicles = ... awesomeness.

« Last Edit: May 20, 2016, 01:47:05 PM by Deozaan »

mouser

  • First Author
  • Administrator
  • Joined in 2005
  • *****
  • Posts: 36,435
    • View Profile
    • Mouser's Software Zone on DonationCoder.com
    • Read more about this member.
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #37 on: February 11, 2015, 04:50:43 AM »
Quote
As an aside, after playing around with the Genetic Cars again, I was unsatisfied with how some things worked. I saw that the source was available, so I've been referring to it to make something similar in Unity.

Fantastic!  There are few things as enjoyable as writing code that surprises you, and these kinds of experiments can be so enjoyable.

cranioscopical

  • Friend of the Site
  • Supporting Member
  • Joined in 2006
  • **
  • Posts: 4,368
    • View Profile
    • Donate to Member
Re: Darwinism + geneticism + two-wheeled vehicles = ... awesomeness.
« Reply #38 on: February 11, 2015, 01:05:43 PM »
There are few things as enjoyable as writing code that surprises you
When Last did you do so?  ;)