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nornagon

External


Since: Jul 10, 2004
Posts: 11



(Msg. 16) Posted: Mon Feb 07, 2005 6:26 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: alt>games>creatures (more info?)

emmel wrote:

> On 2005-02-05, Alyssa Milburn <fuzzie.TakeThisOut@gmail.com> wrote:
>>> Yes, but both interpret the CAOS to a certain degree. Of course the
>> one
>>> executes it and the other _just_ translates it, but you get my point.
>>> You do, don't you?
>>
>> KAOS isn't interpreting the CAOS at all, it just produces CAOS. It
>> doesn't actually have any knowledge beyond 'this code in the HLL
>> produces this code in CAOS'.
>
> Yeah, yeah, yeah... Look, I'd call that interpreting - in a way. YMMV
>
>>> sharing shouldn't be much of a problem. There's this pseudo game out
>>> there where you program robots to fight in a virtual arena - that
>> kind
>>> of thing (nothing to do with those stupid robot battle shows, I'm
>>
>> It doesn't have thousands and thousands of robots which need updating
>> often, though. If you look back to the Freetures thread Chris Double
>> points out that the need for interruptable scripting is something which
>> is rather important.
>
> I only wonder if that couldn't be done with mupltiple processes.
>
>> There *is* the possibility of writing a differently designed engine
>> where agents do things in different ways and the engine takes a lot
>> more responsibility for things, but it'd involve reworking an awful
>> lot, I'm just discussing a Creatures-engine-like model here.
>
> Well, I thought of getting the engine to do less. Just kicking the CAOS
> interpreter out and replacing it by some other interface. I have to
> admit that that'd mean changing most of the engine and it'd probably
> wouldn't be that safe (viri anyone?), but it sure would be nice. If it
> gave the performance. Using HLL directly, you see. But I know that
> that's unlikely to happen.
>
>>> I don't think perl would be much slower. It's executeable code just
>> as
>>> everything else, though there might be a 'slight' overhead through
>> the
>>> supporting libraries use to actualle *get* all that HLL stuff done -
>>> like advanced variable handling and the like.
>>
>> Perl is really not fast - remember it's a scripting language, and
>> designed for string manipulation at heart - although it's not bad.
>> Parrot (the VM for perl 6) is a lot more interesting for this sort of
>> thing, but not an awful lot of use while it's still in heavy
>> development.
>
> Well, Perl isn't interpreted. Any overhead generated would be because of

On the contrary, I believe Perl _is_ interpreted.

> the run time libraries. Maybe it'd be possible to strip those down to a
> minium? Probably not very practical approach (read: time intensive), but
> think of the possibilities.
>
>> Lua might be a good idea. It's what Gameware have been using for their
>> recent projects. I hate it as a language, though.
>
> Frankly I haven't really looked at Lua, so I can't judge what it'd be
> like as a language.

For Freetures, I'd suggest a KAOS-like language, though with some more
advanced features, such as classes, etc. And, of course, it wouldn't need
to compile down to CAOS.

--
- nornagon
http://www.nornrock.com - Still In Development
mailto: nornagon.TakeThisOut@nornrock.com and mailto: nornagon.TakeThisOut@gmail.com
Species range 10001-10100

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emmel

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Since: Apr 13, 2004
Posts: 993



(Msg. 17) Posted: Mon Feb 07, 2005 6:26 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-02-07, nornagon <nornagon.TakeThisOut@gmail.com> wrote:
> emmel wrote:
>
>>> Perl is really not fast - remember it's a scripting language, and
>>> designed for string manipulation at heart - although it's not bad.
>>> Parrot (the VM for perl 6) is a lot more interesting for this sort of
>>> thing, but not an awful lot of use while it's still in heavy
>>> development.
>>
>> Well, Perl isn't interpreted. Any overhead generated would be because of
>
> On the contrary, I believe Perl _is_ interpreted.

Isn't. Perl is compiled in byte code and then executed. At least that's
what my perl documentation says.

>> the run time libraries. Maybe it'd be possible to strip those down to a
>> minium? Probably not very practical approach (read: time intensive), but
>> think of the possibilities.
>>
>>> Lua might be a good idea. It's what Gameware have been using for their
>>> recent projects. I hate it as a language, though.
>>
>> Frankly I haven't really looked at Lua, so I can't judge what it'd be
>> like as a language.
>
> For Freetures, I'd suggest a KAOS-like language, though with some more
> advanced features, such as classes, etc. And, of course, it wouldn't need
> to compile down to CAOS.

Hm, nice idea, although I'm not sure what you actually want to use the
classes for. Who's actually *working* on Freatures?
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.

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bd

External


Since: Feb 07, 2005
Posts: 46



(Msg. 18) Posted: Mon Feb 07, 2005 6:26 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

-----BEGIN PGP SIGNED MESSAGE-----
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emmel wrote:
| On 2005-02-07, nornagon <nornagon.RemoveThis@gmail.com> wrote:
|
|>emmel wrote:
|>
|>
|>>>Perl is really not fast - remember it's a scripting language, and
|>>>designed for string manipulation at heart - although it's not bad.
|>>>Parrot (the VM for perl 6) is a lot more interesting for this sort of
|>>>thing, but not an awful lot of use while it's still in heavy
|>>>development.
|>>
|>>Well, Perl isn't interpreted. Any overhead generated would be because of
|>
|>On the contrary, I believe Perl _is_ interpreted.
|
|
| Isn't. Perl is compiled in byte code and then executed. At least that's
| what my perl documentation says.

Actually, it's more like a binary parse tree than true bytecode (though
there is a backend to output bytecode, it is slow). See `perldoc B' for
more info, or http://search.cpan.org/~nwclark/perl-5.8.6/ext/B/B.pm

|>>the run time libraries. Maybe it'd be possible to strip those down to a
|>>minium? Probably not very practical approach (read: time intensive), but
|>>think of the possibilities.
|>>
|>>
|>>>Lua might be a good idea. It's what Gameware have been using for their
|>>>recent projects. I hate it as a language, though.
|>>
|>>Frankly I haven't really looked at Lua, so I can't judge what it'd be
|>>like as a language.
|>
|>For Freetures, I'd suggest a KAOS-like language, though with some more
|>advanced features, such as classes, etc. And, of course, it wouldn't need
|>to compile down to CAOS.
|
|
| Hm, nice idea, although I'm not sure what you actually want to use the
| classes for. Who's actually *working* on Freatures?

fuzzie's working on a clone of CEE.
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emmel

External


Since: Apr 13, 2004
Posts: 993



(Msg. 19) Posted: Tue Feb 08, 2005 11:15 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-02-07, bd <bdonlan DeleteThis @bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-02-07, nornagon <nornagon DeleteThis @gmail.com> wrote:
>|
>|>emmel wrote:
>|>
>|>
>|>>>Perl is really not fast - remember it's a scripting language, and
>|>>>designed for string manipulation at heart - although it's not bad.
>|>>>Parrot (the VM for perl 6) is a lot more interesting for this sort of
>|>>>thing, but not an awful lot of use while it's still in heavy
>|>>>development.
>|>>
>|>>Well, Perl isn't interpreted. Any overhead generated would be because of
>|>
>|>On the contrary, I believe Perl _is_ interpreted.
>|
>|
>| Isn't. Perl is compiled in byte code and then executed. At least that's
>| what my perl documentation says.
>
> Actually, it's more like a binary parse tree than true bytecode (though
> there is a backend to output bytecode, it is slow). See `perldoc B' for
> more info, or http://search.cpan.org/~nwclark/perl-5.8.6/ext/B/B.pm

Hm, I'll have a look at that some time...

>|>>the run time libraries. Maybe it'd be possible to strip those down to a
>|>>minium? Probably not very practical approach (read: time intensive), but
>|>>think of the possibilities.
>|>>
>|>>
>|>>>Lua might be a good idea. It's what Gameware have been using for their
>|>>>recent projects. I hate it as a language, though.
>|>>
>|>>Frankly I haven't really looked at Lua, so I can't judge what it'd be
>|>>like as a language.
>|>
>|>For Freetures, I'd suggest a KAOS-like language, though with some more
>|>advanced features, such as classes, etc. And, of course, it wouldn't need
>|>to compile down to CAOS.
>|
>|
>| Hm, nice idea, although I'm not sure what you actually want to use the
>| classes for. Who's actually *working* on Freatures?
>
> fuzzie's working on a clone of CEE.

CEE? I might be stupid, but I have no clue...
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
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bd

External


Since: Feb 07, 2005
Posts: 46



(Msg. 20) Posted: Tue Feb 08, 2005 11:15 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

emmel wrote:
| On 2005-02-07, bd <bdonlan DeleteThis @bd.beginyourfear.com> wrote:
|
|>emmel wrote:
|>| On 2005-02-07, nornagon <nornagon DeleteThis @gmail.com> wrote:
|>|
|>|>emmel wrote:
|>|>
|>|>
|>|>>>Perl is really not fast - remember it's a scripting language, and
|>|>>>designed for string manipulation at heart - although it's not bad.
|>|>>>Parrot (the VM for perl 6) is a lot more interesting for this sort of
|>|>>>thing, but not an awful lot of use while it's still in heavy
|>|>>>development.
|>|>>
|>|>>Well, Perl isn't interpreted. Any overhead generated would be
because of
|>|>
|>|>On the contrary, I believe Perl _is_ interpreted.
|>|
|>|
|>| Isn't. Perl is compiled in byte code and then executed. At least that's
|>| what my perl documentation says.
|>
|>Actually, it's more like a binary parse tree than true bytecode (though
|>there is a backend to output bytecode, it is slow). See `perldoc B' for
|>more info, or http://search.cpan.org/~nwclark/perl-5.8.6/ext/B/B.pm
|
|
| Hm, I'll have a look at that some time...
|
|
|>|>>the run time libraries. Maybe it'd be possible to strip those down to a
|>|>>minium? Probably not very practical approach (read: time
intensive), but
|>|>>think of the possibilities.
|>|>>
|>|>>
|>|>>>Lua might be a good idea. It's what Gameware have been using for their
|>|>>>recent projects. I hate it as a language, though.
|>|>>
|>|>>Frankly I haven't really looked at Lua, so I can't judge what it'd be
|>|>>like as a language.
|>|>
|>|>For Freetures, I'd suggest a KAOS-like language, though with some more
|>|>advanced features, such as classes, etc. And, of course, it wouldn't
need
|>|>to compile down to CAOS.
|>|
|>|
|>| Hm, nice idea, although I'm not sure what you actually want to use the
|>| classes for. Who's actually *working* on Freatures?
|>
|>fuzzie's working on a clone of CEE.
|
|
| CEE? I might be stupid, but I have no clue...

Creatures Evolution Engine. The game engine for CA, C3, DS, Sea monkeys,
etcetc.
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emmel

External


Since: Apr 13, 2004
Posts: 993



(Msg. 21) Posted: Wed Feb 09, 2005 8:43 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-02-08, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-02-07, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
>|
>|>emmel wrote:
>|>| On 2005-02-07, nornagon <nornagon.TakeThisOut@gmail.com> wrote:
>|>|
>|>|>emmel wrote:
>|>|>
>|>|>
>|>|>>>Perl is really not fast - remember it's a scripting language, and
>|>|>>>designed for string manipulation at heart - although it's not bad.
>|>|>>>Parrot (the VM for perl 6) is a lot more interesting for this sort of
>|>|>>>thing, but not an awful lot of use while it's still in heavy
>|>|>>>development.
>|>|>>
>|>|>>Well, Perl isn't interpreted. Any overhead generated would be
> because of
>|>|>
>|>|>On the contrary, I believe Perl _is_ interpreted.
>|>|
>|>|
>|>| Isn't. Perl is compiled in byte code and then executed. At least that's
>|>| what my perl documentation says.
>|>
>|>Actually, it's more like a binary parse tree than true bytecode (though
>|>there is a backend to output bytecode, it is slow). See `perldoc B' for
>|>more info, or http://search.cpan.org/~nwclark/perl-5.8.6/ext/B/B.pm
>|
>|
>| Hm, I'll have a look at that some time...
>|
>|
>|>|>>the run time libraries. Maybe it'd be possible to strip those down to a
>|>|>>minium? Probably not very practical approach (read: time
> intensive), but
>|>|>>think of the possibilities.
>|>|>>
>|>|>>
>|>|>>>Lua might be a good idea. It's what Gameware have been using for their
>|>|>>>recent projects. I hate it as a language, though.
>|>|>>
>|>|>>Frankly I haven't really looked at Lua, so I can't judge what it'd be
>|>|>>like as a language.
>|>|>
>|>|>For Freetures, I'd suggest a KAOS-like language, though with some more
>|>|>advanced features, such as classes, etc. And, of course, it wouldn't
> need
>|>|>to compile down to CAOS.
>|>|
>|>|
>|>| Hm, nice idea, although I'm not sure what you actually want to use the
>|>| classes for. Who's actually *working* on Freatures?
>|>
>|>fuzzie's working on a clone of CEE.
>|
>|
>| CEE? I might be stupid, but I have no clue...
>
> Creatures Evolution Engine. The game engine for CA, C3, DS, Sea monkeys,
> etcetc.

It's called that?
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
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bd

External


Since: Feb 07, 2005
Posts: 46



(Msg. 22) Posted: Wed Feb 09, 2005 9:04 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

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emmel wrote:
| On 2005-02-08, bd <bdonlan.RemoveThis@bd.beginyourfear.com> wrote:
|
|>emmel wrote:
|>| On 2005-02-07, bd <bdonlan.RemoveThis@bd.beginyourfear.com> wrote:
|>|
|>|>emmel wrote:
|>|>| On 2005-02-07, nornagon <nornagon.RemoveThis@gmail.com> wrote:
|>|>|
|>|>|>emmel wrote:
|>|>|>
|>|>|>
|>|>|>>>Perl is really not fast - remember it's a scripting language, and
|>|>|>>>designed for string manipulation at heart - although it's not bad.
|>|>|>>>Parrot (the VM for perl 6) is a lot more interesting for this
sort of
|>|>|>>>thing, but not an awful lot of use while it's still in heavy
|>|>|>>>development.
|>|>|>>
|>|>|>>Well, Perl isn't interpreted. Any overhead generated would be
|>because of
|>|>|>
|>|>|>On the contrary, I believe Perl _is_ interpreted.
|>|>|
|>|>|
|>|>| Isn't. Perl is compiled in byte code and then executed. At least
that's
|>|>| what my perl documentation says.
|>|>
|>|>Actually, it's more like a binary parse tree than true bytecode (though
|>|>there is a backend to output bytecode, it is slow). See `perldoc B' for
|>|>more info, or http://search.cpan.org/~nwclark/perl-5.8.6/ext/B/B.pm
|>|
|>|
|>| Hm, I'll have a look at that some time...
|>|
|>|
|>|>|>>the run time libraries. Maybe it'd be possible to strip those
down to a
|>|>|>>minium? Probably not very practical approach (read: time
|>intensive), but
|>|>|>>think of the possibilities.
|>|>|>>
|>|>|>>
|>|>|>>>Lua might be a good idea. It's what Gameware have been using for
their
|>|>|>>>recent projects. I hate it as a language, though.
|>|>|>>
|>|>|>>Frankly I haven't really looked at Lua, so I can't judge what it'd be
|>|>|>>like as a language.
|>|>|>
|>|>|>For Freetures, I'd suggest a KAOS-like language, though with some more
|>|>|>advanced features, such as classes, etc. And, of course, it wouldn't
|>need
|>|>|>to compile down to CAOS.
|>|>|
|>|>|
|>|>| Hm, nice idea, although I'm not sure what you actually want to use the
|>|>| classes for. Who's actually *working* on Freatures?
|>|>
|>|>fuzzie's working on a clone of CEE.
|>|
|>|
|>| CEE? I might be stupid, but I have no clue...
|>
|>Creatures Evolution Engine. The game engine for CA, C3, DS, Sea monkeys,
|>etcetc.
|
|
| It's called that?

Yep. Sometimes C2E - hence fuzzie's "openc2e" project.
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emmel

External


Since: Apr 13, 2004
Posts: 993



(Msg. 23) Posted: Fri Feb 11, 2005 12:26 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-02-09, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
>
> emmel wrote:
>| On 2005-02-08, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
>|>|>fuzzie's working on a clone of CEE.
>|>|
>|>|
>|>| CEE? I might be stupid, but I have no clue...
>|>
>|>Creatures Evolution Engine. The game engine for CA, C3, DS, Sea monkeys,
>|>etcetc.
>|
>|
>| It's called that?
>
> Yep. Sometimes C2E - hence fuzzie's "openc2e" project.

Interesting.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
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bd

External


Since: Feb 07, 2005
Posts: 46



(Msg. 24) Posted: Fri Feb 11, 2005 12:26 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

-----BEGIN PGP SIGNED MESSAGE-----
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Vadim wrote:
| emmel wrote:
|
|
|>>On 2005-02-09, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
|>>
|>>>emmel wrote:
|>>>| On 2005-02-08, bd <bdonlan.TakeThisOut@bd.beginyourfear.com> wrote:
|>>>|>|>fuzzie's working on a clone of CEE.
|>>>|>|
|>>>|>|
|>>>|>| CEE? I might be stupid, but I have no clue...
|>>>|>
|>>>|>Creatures Evolution Engine. The game engine for CA, C3, DS, Sea
monkeys,
|>>>|>etcetc.
|>>>|
|>>>|
|>>>| It's called that?
|>>>
|>>>Yep. Sometimes C2E - hence fuzzie's "openc2e" project.
|>>
|>>Interesting.
|
|
| In Linux I think the binary was called lc2e.
|
| I don't like it much, myself, so I'm rolling my own. Nothing very
impressive
| is done yet, but I'm getting there Smile
|
| It will be interesting to see what comes out of it. Fuzzie's goal is
to make
| a clone, mine is to make something new and hopefully better AL-wise.
We had
| a very interesting discussion about how to make a better biochemistry the
| other day in IRC.
|

Don't forget a link or two:
https://vadim.ws/tiki-index.php?page=AnimusChaotica
https://vadim.ws/tiki-index.php?page=AcEnergyBiochem

[beware, slow server]
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emmel

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Since: Apr 13, 2004
Posts: 993



(Msg. 25) Posted: Tue Feb 15, 2005 12:12 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-02-11, Vadim <me DeleteThis @vadim.ws> wrote:
>
> emmel wrote:
>
>> On 2005-02-09, bd <bdonlan DeleteThis @bd.beginyourfear.com> wrote:
>>>
>>> emmel wrote:
>>>| On 2005-02-08, bd <bdonlan DeleteThis @bd.beginyourfear.com> wrote:
>>>|>|>fuzzie's working on a clone of CEE.
>>>|>|
>>>|>|
>>>|>| CEE? I might be stupid, but I have no clue...
>>>|>
>>>|>Creatures Evolution Engine. The game engine for CA, C3, DS, Sea monkeys,
>>>|>etcetc.
>>>|
>>>|
>>>| It's called that?
>>>
>>> Yep. Sometimes C2E - hence fuzzie's "openc2e" project.
>>
>> Interesting.
>
> In Linux I think the binary was called lc2e.

Yeah, I recently checked. I'm feeling stupid now.

> I don't like it much, myself, so I'm rolling my own. Nothing very impressive
> is done yet, but I'm getting there Smile

Keep us updated.

> It will be interesting to see what comes out of it. Fuzzie's goal is to make
> a clone, mine is to make something new and hopefully better AL-wise. We had
> a very interesting discussion about how to make a better biochemistry the
> other day in IRC.

And someday we'll even have the computing power to actually run it...
Wink
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

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nornagon

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Since: Feb 10, 2005
Posts: 30



(Msg. 26) Posted: Wed Feb 16, 2005 12:14 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
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emmel InSaNiTised:

> On 2005-02-11, Vadim <me.RemoveThis@vadim.ws> wrote:
>>
>> emmel wrote:
>>
>>> On 2005-02-09, bd <bdonlan.RemoveThis@bd.beginyourfear.com> wrote:
>>>>
>>>> emmel wrote:
>>>>| On 2005-02-08, bd <bdonlan.RemoveThis@bd.beginyourfear.com> wrote:
>>>>|>|>fuzzie's working on a clone of CEE.
>>>>|>|
>>>>|>|
>>>>|>| CEE? I might be stupid, but I have no clue...
>>>>|>
>>>>|>Creatures Evolution Engine. The game engine for CA, C3, DS, Sea
>>>>|>monkeys, etcetc.
>>>>|
>>>>|
>>>>| It's called that?
>>>>
>>>> Yep. Sometimes C2E - hence fuzzie's "openc2e" project.
>>>
>>> Interesting.
>>
>> In Linux I think the binary was called lc2e.
>
> Yeah, I recently checked. I'm feeling stupid now.
>
>> I don't like it much, myself, so I'm rolling my own. Nothing very
>> impressive is done yet, but I'm getting there Smile
>
> Keep us updated.
>
>> It will be interesting to see what comes out of it. Fuzzie's goal is to
>> make a clone, mine is to make something new and hopefully better AL-wise.
>> We had a very interesting discussion about how to make a better
>> biochemistry the other day in IRC.
>
> And someday we'll even have the computing power to actually run it...
> Wink

Hehe. Actually it was based on binary strings for chemicals that define what
it can and can't bind with, and how well.

--
- nornagon
http://www.nornrock.com
mailto: nornagon.RemoveThis@gmail.com
DS Species range: 10001-10100
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The Triad

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Since: Dec 26, 2004
Posts: 511



(Msg. 27) Posted: Wed Feb 16, 2005 5:11 pm
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
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<snip>
> Well, bd came up with a very nice idea: Simulate chemicals with bit
> fields.
> Perhaps we could simulate the interactions between chemicals without
> accurately modelling anything.
>
> For the example, I tried to describe carbon monoxide poisoning in this
> model. The goal is to make it close to the way it happens for humans:
>
> CO binds with hemoglobin, but it binds so strongly it makes the red cell
> useless for transporting oxygen. Death happens wen enough red cells are
> taken out of circulation, and the organism suffocates.
>
> First, we define the chemicals in terms of binary strings:
> Oxygen: 110100
> CO: 110110
> hemoglobin: 001000
<snip>

For the record: haemoglobin/hemoglobin isn't actually a chemical. However,
the idea(s) is/are... definitely interesting.

--
The Triad
User of 'Thingamajig!'
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The Triad

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Since: Dec 26, 2004
Posts: 511



(Msg. 28) Posted: Thu Feb 17, 2005 5:05 pm
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"Vadim" <me.TakeThisOut@vadim.ws> wrote in message
news:ZFOQd.438825$A7.623607@telenews.teleline.es...
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> The Triad wrote:
>
>>
>> For the record: haemoglobin/hemoglobin isn't actually a chemical.
> Well, I'd say conceptually it's about the same thing. Of course it's
> *huge*
> compared to O2, but both are groups of atoms, so I think it's quite fair
> to
> include them in the same category.

Hmm. Conceptually... they work in the same sorts of ways, yes. (Note to
selves: Find a good definition for 'chemical'.)

> Now, I never liked pseudochemicals like "pain". I'd like to get rid of
> them
> somehow...

Agreed. *considers* What about having a conceptual 'mental model' of a
Norn's body within its brain somehow (or just skip that bit if you're not
differentiating between different locations where pain was applied to...
which actually, if we remember correctly, the original Creatures games never
die), and sending the pain signal directly to the brain along the
metaphorical/semi-implemented nervous system, ignoring chemicals and the
metaphorical/semi-implemented bloodstream altogether? Let the brain deal
with memory, instead of needing the chemical to stay in the bloodstream for
a set/degrading time... or just put it into a function of the body/skin,
that pain signals would be sent and continue to be sent, gradually
decreasing--in any case, the brain should deal with memory, associations and
the like, in whatever form(s).

....organs, now... hmm.

Random semi-ethical question: should a Norn suffering heart failure feel
(presumably copious amounts of) pain relating to it? And also, this
highlights a limitation of the 'undifferentiated pain' system--one would
imagine that, in a version at some point, a Norn should be able to recognise
the symptoms of its equivalent of a heart attack and go to get Sidhe-related
medical attention--or actually, there may be a way to get around it. Maybe
such a Norn, suffering extreme pain for no understood reason, with no
association to it, no clear reason, and nothing that could be done to stop
it... maybe such a Norn could be taught to seek such medical attention,
which would make a diagnosis and prescribe/apply the appropriate treatment,
without the Norn in question ever having to know anything more about the
pain other than that it existed.

....still. Three, four, or five versions onward... one would want to have a
Norn that could have a rudimentary understanding of its own body
functionality, be able to perceive cause and effect as relating to its
health, and be able to (rudimentarily in some cases, accurately in others)
diagnose 'problems' and treat them on their own, and later inform the
Hand--or write it down.

*[insert further future-related dreams here]*

>> However,
>> the idea(s) is/are... definitely interesting.
>>
>
> Thanks Smile Now, it needs improvement of course. Such as coming up with a
> way
> of separating complex chemicals. For example, how to model the ATP and ADP
> stuff in this way, glucose and glycogen, etc.

[see bd's posts]

--
The Triad
User of 'Thingamajig!'
Refractor Dragon -=(UDIC)=-
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emmel

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Since: Apr 13, 2004
Posts: 993



(Msg. 29) Posted: Fri Feb 18, 2005 9:32 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
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On 2005-02-15, nornagon <nornagon.TakeThisOut@gmail.com> wrote:
> emmel InSaNiTised:
>
>>> It will be interesting to see what comes out of it. Fuzzie's goal is to
>>> make a clone, mine is to make something new and hopefully better AL-wise.
>>> We had a very interesting discussion about how to make a better
>>> biochemistry the other day in IRC.
>>
>> And someday we'll even have the computing power to actually run it...
>> Wink
>
> Hehe. Actually it was based on binary strings for chemicals that define what
> it can and can't bind with, and how well.

<g> Maybe we should lease computing power from some alien empire then...
all of their computing power. Then again the ping would be enourmous.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
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emmel

External


Since: Apr 13, 2004
Posts: 993



(Msg. 30) Posted: Fri Feb 18, 2005 9:37 am
Post subject: Re: KAOS RFC [Login to view extended thread Info.]
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On 2005-02-15, Vadim <me.RemoveThis@vadim.ws> wrote:
>
> emmel wrote:
>
>>> I don't like it much, myself, so I'm rolling my own. Nothing very
>>> impressive is done yet, but I'm getting there Smile
>>
>> Keep us updated.
> I will Smile
>
> See also the GE forums. Posted there as well because I wasn't getting much
> of a reaction here in the beginning.

What do you expect with that few people around? It's a bit busier now,
but. Doesn't mean nobody's listening, though.

>>> It will be interesting to see what comes out of it. Fuzzie's goal is to
>>> make a clone, mine is to make something new and hopefully better AL-wise.
>>> We had a very interesting discussion about how to make a better
>>> biochemistry the other day in IRC.
>>
>> And someday we'll even have the computing power to actually run it...
>> Wink
>
> Well, bd came up with a very nice idea: Simulate chemicals with bit fields.
> Perhaps we could simulate the interactions between chemicals without
> accurately modelling anything.

Too low level Confused

> For the example, I tried to describe carbon monoxide poisoning in this
> model. The goal is to make it close to the way it happens for humans:
>
> CO binds with hemoglobin, but it binds so strongly it makes the red cell
> useless for transporting oxygen. Death happens wen enough red cells are
> taken out of circulation, and the organism suffocates.
>
> First, we define the chemicals in terms of binary strings:
> Oxygen:     110100
> CO:         110110
> hemoglobin: 001000
>
> A reaction combines chemicals with a XOR. The reaction is defined in terms
> of bits, not chemical numbers. The reaction only works if the bits don't
> clash (ChemA AND ChemB == 0)
>
> Reaction:
> 110110 + 001000 = 111110
>
> The reaction can also happen if there isn't a complete match - this way more
> than one chemical can fit. But the product will be different - a XOR of the
> reactants. So we get:
>
> CO + hemoglobin: 110110 + 001000 = 111110
> O2 + hemoglobin: 110100 + 001000 = 111100
>
> Now, the next stage in the respiration process is perhaps something like
> this:
>
> 111100 + 000011 = 111111 (O2 hemoglobin + blah = energy)
> 111110 + 000011 = clash (doesn't work)
>
> In this stage, it turns out that the product of CO + hemoglobin doesn't work
> for the respiration process, which results in hemoglobin being taken out of
> circulation. And this way we get CO poisoning as a side effect, instead of
> because the genome defined it explicitly.

It *has* certain advantages. Actually it sounds pretty much like the
things defined in the Norn genomes.

> The above is of course incomplete - we need to come up with doing more
> things, like separating big chemicals into pieces - but this is the basic
> idea of what I'd like biochemistry to be like.
>
> It's of course a lot more complex than the CL model. This wouldn't be done
> by hand, of course. We'd have some program that would generate random
> binary strings following a list of requirements for the initial genome.
>
> So, what do you think? I'm very interested in discussing this part.

In fact I miss to see why that's be so much more complex than the CL
model. Enlighten me, will you?

> [darn knode with its similar icons... clicked the wrong one and replied only
> by email the first time. Took me a while to realize why it wasn't showing
> up on AGC. *moves reply by email button*]

Use slrn.
--
emmel <the_emmel*you-know-what-that's-for*@gmx.net>
(Don't forget to remove the ** bit)

Official AGC feedback maniac

"God is playing creatures - and we're the norns."

"A hundred dead are a tragedy - a hundred thousand are statistics."

"I guess you can call yourself lucky." -
"I could, but Linda suits me a little better... Smile
Things called lucky tend to get hit by trucks."

Hi, I'm a .sig virus. Just copy me to your .signature. And don't worry.
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