Re: the new fluidiom!!

John Braley <[email protected]> Thu, 03 Feb 2005 07:34:34 -0800
Newsgroups gmane.comp.graphics.fluidiom
Message-ID <[email protected]>
On this ancient Celeron 400, the evolve environment seems to 
work very well. I ran about 4600 lifetimes in an hour and 40 
minutes, with the fittest runner (among the 4-legged) going 
a distance of 10 -- visibly much better than when evolve 
started. (Default population and mutation rates.)

Building a new body didn't go as well. The 3d was certainly 
quick and responsive, but, as usual, I couldn't figure out 
the combination of avatar, highlights and functions. The 
function pop-up help boxes rarely popped up. That made it 
more difficult for me to understand the icons. I know I've 
seen most of them before, but I still have problems with 
which means what. For example, the one with the green line 
and squiggles... is that the one where the quarterback fakes 
a handoff to the halfback, fakes a pass, then hands off to 
the end? (Wait, Fluidiom is European in origin... so maybe 
that icon is the one where the right flanker screens off the 
defensive fullback, allowing the striker to...) Basic 
tetrahelii, or octamasts were no difficulty at all.

The building-a-new-body area seemed darker, murkier. The 
critters showed up better in the other areas.

I can hear Neil's blunder well. (He meant to say, "That's 
one small step for *a* man...". With the "a" missing, what 
he said was roughly equivalent to, "That's one small step 
for mankind; one giant leap for mankind."

Do you have this set up so that you can, without too much 
pain, re-program for some other selection criteria -- 
jumping the highest, for example?

Nice work. In general, I'm very surprised how well this 
works on my outdated machine, a machine that has increasing 
problems with ordinary Java, such as the LiveGraphics3d at 
MathWorld, that used to run well on it.

-- John Braley


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