If you read the country flags page on the old wiki, you'll find
I be changing of my mind on my flag, and at the same time, uploaded a new GIF. I would perfer the Japanese flag, as they need someone defending them in the top 100. The old one looks like a badly squished bright red dot, where as the japanese one is a little darker. So this flag for the 'chase' package please. --Chase-san
So Chase-san is going under the japanese flag just because he wants to essentially. --Rednaxela 14:50, 12 April 2009 (UTC)
- Thanks, now I understand. » Nat | Talk » 14:53, 12 April 2009 (UTC)
- Other people have done this aswell in robocode. In the end the flags are jsut there for looks, you could ahve a fake flag if you wanted (I suppose). --Chase 23:21, 22 April 2009 (UTC)
Hey Chase, where can I find your EvilDrone? I'd like to see it, not in action, but the code. And can you tell me which version of robocode that you are allowed to do that thing? » Nat | Talk » 05:13, 23 April 2009 (UTC)
- Well that would be a bit hard, you would need a very old version of robocode to even view it. I will search around but I think the code is long since gone. Basically all it did was something like robocode.battle.bullets.add(new robocode.bulletpeer()), assigned it to itself and placed it projected off enemy location (gained from reading the enemy location from the internal class) at an PI/50 intervals (ergo PI*2/100). and set the velocity to fly towards the enemy. If you wanna see something like ti disable the security manager and use the new method of peer management that Robocode uses. You should be able to do something like that with that system. Just don't try making your robot teleport, robocode didn't like it then I doubt it likes it now. --Chase 06:23, 23 April 2009 (UTC)
- ACtually I found some really old versions of two of my hackbots, they are on my server. www.csdgn.org/robo This EvilDrone isn't the really amazing one I describe, but it still always wins. --Chase 06:28, 23 April 2009 (UTC)
Hehe, yah, it was, it was like a Redirect war. --Chase-san 20:21, 12 November 2007 (UTC)
Okay, maybe not
Maybe I canot jump right back into robocode again. I have been working on a great deal of 3D stuff lately I am not sure if I can think in 2D anymore. I actually created a linear targeting gun that works in 3 Dimensions, and the like. But only as experiments. I will look into getting back into things now that class is lettting out for the summer. But I know I probably was not the nicest person back then, but I hope I will be welcomed back if that day comes. --Chase 09:54, 13 May 2009 (UTC)
I didn't know you then, so I have no reason to not welcome you ;-). --zyx 13:08, 13 May 2009 (UTC)
- I did have a Bucket KD-Tree with a working range search to speed up my Pytko (which I never installed). I think I was working to get a honest working tree search in, but the bucket method of the tree pretty much made up for almost any added precision that would otherwise be gained by searching back along the path. --Chase-san
Well, Robocode did implement a lot of thing, why don't you build it on top of Robocode? Or as a plug-in for Robocode? You know, there is an incomplete Battleview3D plug-in in Robocode's SCM trunk, you might want to examine it. Your physics looks good, btw. » Nat | Talk » 14:39, 18 July 2009 (UTC)
- Well this is a bit beyond the scope of what Robocode can really hope to do I think.
- I have been writing mostly C/C++ since July, and I have done some opengl. If I can use a OpenGL wrapper in java I might be able to use that for this. However despite this still somewhat being on my eventual 'todo' list I have other more pressing things right now I need to work on. (Like College work! :P)
- But to me, one of the really neat thing about this is the possibility for custom models. Of course there would be option to scale them to a certain 'area' if to large and would probably be in the format of an average obj file. I have worked with those before, they are very simple.
- Which would make the battles very interesting to watch. Initially it will probably only use wireframe models, to avoid having to texture map. (and it looks cool)
- But until I actually do something this is all just speculation.
- --Chase 10:02, 6 November 2009 (UTC)
- Okay, since I have done opengl before I decided to try out JOGL, and amazingly its almost identical to the honest to go C opengl in the way of commands. So that makes this easy enough I can make this nice 3D demo for everyone. I didn't do any texture mapping (making a texture takes to long, imho), but the rest of it is there. I have two ships flying orbits around the center. This is just GL trickery right now and not example of actually programmed robots, but I wanted to show I could do it now. Because before I had absolutely no clue on the 3D.
- I also would like opinions on the size of the ship to the size of the field there. In retrospect I should of just added an additional unmoving ship in the center so its easier to peek at the model. But if any of you have any 3D modeling programs you can poke the model I have in the zip. Mine is about 20 minutes with some cheap smoothing done on it.
- I will add a version of the physics engine here soon, and a basic programming interface for testing some things. But needless to say, debugging graphics on this would look awesome (and maybe also really hard to see).
- Download 3D Demo
- Uhm, oh the file is a bit big (1.7 mb), because I tried to pack the dynamic libraries for all the relevant systems (Windows, Linux, Mac OS X).
- --Chase 15:30, 7 November 2009 (UTC)
- Wow! Cool! I personally think the field should be bigger, especially if the bots are going to be able to move at the speed they do in your simulation. Similar to robocode, I think it should take at least 100 ticks to fly from corner to the other, and half that for bullets to travel from one side to the other. Another thought: since this is in 3D, we need to give the bullets some thickness or they won't be able to intercept. They can't just be modelled by a straight line anymore. --Skilgannon 21:34, 7 November 2009 (UTC)
- Well I can completely change their speed, size, and the like. The field currently is 'technically' only 2x2x2 (-1 to 1) in size, and those models are very small, but to the actual robot it could be anything from 2x2x2 to 1000x1000x1000, dynamically resizing the robots as needed. But okay. --Chase 04:41, 8 November 2009 (UTC)
Wow 2 Years...
Looking at the timestamp of the last bot I released (Pytko), it has been over 2 years since I released anything. I have been doing other things since then, but the robocode fever really did burn itself out I guess... It is no longer "I can stop any time I like!", but "I not sure if I can restart.". The thing is, it has been so long since I have worked on a robot, I would have to cover the basics again... While I consider this a great chance for a fresh beginning in the community, there is little room left for innovation, and I doubt I would be the one to make any such breakthrough (unless I try to make an ART based bot and it works). --Chase 03:37, 3 March 2010 (UTC)
Well, I feel that melee has greater room for innovation than 1v1 still, and that the Team an Twin formats are still relatively unexplored and likely have many breakthroughs to be made still. --Rednaxela 03:55, 3 March 2010 (UTC)
I kind of know the feeling. I started working on Diamond last April after ~16 months of non-Robocoding. You look at 1v1 and you're like, "do I really want to even start climbing this mountain?" =) But I'd barely touched Melee before then, so it was a very refreshing and enjoyable experience to explore new territory. And, of course, eventually the 1v1 bug bit me again, too. Anyway, welcome back and good luck. =) --Voidious 15:35, 3 March 2010 (UTC)
You removed orbit and wristwatch. Both those bots have been giving me trouble for years you know. Just because your bots aren't top 10 doesn't mean they aren't contributing to the fun that is robocode. I've spent quite a bit of time trying to time out their movements for maximum effect :) BTW, welcome back! --Miked0801 16:11, 3 March 2010 (UTC)