Added: 4 years ago
From: kjlg74
Views: 8,468
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  • @kjlg74 Have you considered introducing random water bodies?

    Another way to do this might be to emulate something like (what we might presume) a gas giant environment would be like, with patches of differing gas/liquid densities to challenge the creatures' movement?

    This sprung to mind because this creature, with its flat planes, looks like it would do well in a gaseous or liquid atmosphere.

  • what a fucking annoying presentation. dude seriously

  • hi, Im new to your software. Its great! but I dont think im doing it well. I started a new evolution with default settings but my creatures seem to change too much within the same generation... is the first generation all random creatures?

  • What is the name o the Song? please

    It looks nice!

  • @MrRasive The music is called "In The Hall of the Mountain King" from Peer Gynt Suite No. 1. :)

  • @kjlg74  Thank you very much. I need it for a Video. thx again :)

  • @MrRasive No problem. Cheers!

  • It seems simplicity wasn't a highly-weighted factor. Many parts seem of marginal use.

  • @TomMinderson You're right. There was no selection pressure to decrease that sort of thing.

  • @kjlg74 heya! i need some help! whenever i run the program and i press Evolution>go the creature evolves and goes more and more but the generation is always pointing 0

  • what were the selection pressures?

  • @pimpwacker If I recall correctly, for the population that produced this creature, for the first 150 generations individuals were favored for jumping high and then for another few hundred generations after that they were favored if they traveled further in a fixed amount of time across the rough terrain seen in the video.

  • how can it jump by just lifting its arms/legs up?

  • @oratadin It's just a matter of momentum. You could do the same if you were strong enough and had heavy enough arms relative to the rest of your body weight. Alternatively, you could think of it as the creature jumping by pushing down with the center of its body, just as you might jump by pushing down with your feet.

  • @kjlg74 oh! I didn't thought of that. Now i'm creating a 3D character for an animation and it got huge arms. I wanted to craete something original the way he moves. Now you just gave me good idéas. If he swings his arms(my movie character), he can jump higher and move faster, right?

  • @oratadin I think even humans do this. We thrust our arms upward to gain a bit of extra height on jumps (when your muscles slow the arms down they exert a downward force on the upward-moving arms - the equal-and-opposite reaction is an upward force on your body). See video tvVr-Gca9FI for example. :)

  • You need to incorporate quad core support!! And also speed up the simulation options and possibly multiple creatures at a time.

  • @Mrxb0x Agreed. Having each core in a multi-core system handling a different creature would speed things up a lot. It's something I hope to look into to see how it can be done.

  • did you tweek the musics' timing? the jumping was so well sync'd with it i was just wondering. if so, what editor do you use?

  • Nah :) That was just some good luck. I just drag-dropped the mp3 into Windows Movie Maker and it happened to fit nicely.

  • C++

    The physics engine is OPAL (an object-oriented wrapper for ODE).

    The graphics engine is OGRE.

    Those are both open-source projects available on the web.

  • Heck, if I knew how to code that, I'd make it the default ;)

  • Sounds normal. It's *very* slow.

  • You can never go wrong with classical ;)

    Not everyone is "into" it, but I find exceedingly few people actually *dislike* it, which probably wouldn't be the case if I used some modern genre.

  • your welcome ;)

  • Looks cool

  • Thanks =)

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