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1  Game Development / Game Mechanics / Re: ALife , Sodaplay & Springs on: 2004-09-22 12:23:44
there's another topic here related to spring-based creatures.  they've actually been evolved with a simple genetic algorithm to run like the wind. Smiley

http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1095590540
2  Java Game APIs & Engines / JOGL Development / Re: java.net: Creating Virtual Creatures with JOGL on: 2004-09-21 08:06:11
thanks!  

it was really exciting to see the evolution of these creatures happen overnight.  usually the surprises we get from our computers are malfunctions, but these were positive surprises.   Smiley  it's a remarkably straightforward algorithm.

it's true that the graphics are not core for this, but fast graphics is the only way i can make the elastic interval model accessible to people.  now with the running creatures it seems that everyone intuitively understands and appreciates it.

what i would like to do with it is create darwin@home (like seti@home) so that multitudes of computers can evolve creatures in parallel.   this would allow exploration into other dimensions of evolution beyond only evolving movement, like growth, or hunting/fleeing behavior.  with a distributed computing based ecosystem, it might be possible to evolve creatures that are hard to kill in a gaming context, for example.

if you see potential for collaboration, let me know.
3  Java Game APIs & Engines / JOGL Development / java.net: Creating Virtual Creatures with JOGL on: 2004-09-19 10:42:20
i wrote an article for java.net recently about my project, where i evolve running creatures:  Grin

http://today.java.net/pub/a/today/2004/07/20/fluidiom.html
4  Java Game APIs & Engines / JOGL Development / Re: Unexpected Signal 11 outside the VM on: 2004-09-19 10:33:37
i had the same thing Angry

what i ended up doing was a fresh install of SuSE 9.1 (i was on 8.2, with lotsa modifications).  that probably won't help, but at least you know that you're not alone with this problem.
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