John Carlson <[email protected]> writes: > I'm not sure why evolving explosions is a bug. You just want to make sure > you survive afterwards.
It's a great evolutionary strategy. There's no need to survive either; the situation is basically "you will be killed in a few seconds, but the quicker you move in that time, the greater the chance that I'll clone you". Exploding doesn't affect their reproduction. The bug(s) is in the physics engine. It looks like it's naively approximating Newtonian mechanics by integrating with a finite, constant dt (rather than infinitesimal dt). This causes large errors in the position of the creatures legs if they're moved fast enough, allowing them to self-intersect. The collision-handling code is then moving these intersecting body parts apart, which is effectively applying a huge force to them. These forces are unbalanced, breaking Newton's third law, so there is a net force on the creatures, which lets them levitate. If the collision-handler pushes apart one intersection but causes another, the forces will build up. This rebounding allows the collision-handler's hack to dominate the simulation and cause the creatures to explode. Cheers, Chris _______________________________________________ fonc mailing list [email protected] http://vpri.org/mailman/listinfo/fonc
