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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
Towards a working model for organisms. Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Devblog #14: A Brave New Forum
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Towards a working model for organisms. Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
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 Towards a working model for organisms.

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Towards a working model for organisms. Empty
PostSubject: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Dec 17, 2010 2:58 pm

Spoiler:

Well considering that we'll need to better plan this out, this thread is supposed to do the "how" part of "what" the organism editor should do.

Scio's excellent list of things OE should do


Data management:


Data should be stored in two instances, descriptive and interpretative.

Descriptive data defines how the creature looks like. It should countain all the data required for the software to rebuild a creature on someone's computer from its dataset. Thus it should be stored on a parametric fashion where everything relevant to its final shape - position of vertexes of bones, bone hierarchy and angular data of meta-splines), position and rotation and morphs of organs, procedural texture data and possibly texture maps for fine detail can be stored on a relatively small file size that can be transfered among users.
Animation data should be generated locally (eg, not part of the creature's DNA) and "baked" into scratch data folders which can be acessed quickly by the software for efficiency.

This calls for several prerrogatives:
1: Deterministic assembly, since the same data should generate the same creature on different computers
2: Hierarchized data, since we'll have trees of limbs and organs which start on the root spine/wormacle
3: Standarized organ* data with each organ having an unique ID which should be shared and standarized among all copies of software. This should be very well thought out as to allow modability and expansivity later on.
4: A surface coordinate system for defining where the organs are attached to the body.

*Organ here is refered as the "parts" we used on spore. Hands, feet, eyes, nostrils, ornaments, skin flaps, everything that is remotely an "object" that we attach on the base mesh should be considered an organ. I included hands and feet here because I think simulating hands and feet will be a bit beyond our initial possibility, thus using pre-animated appendages at first will be a better route of action.

Interpretative data is the data that defines how will the creature interact with its enviroment. Here we'll need some complex analyizers to determine factors such as the creature's speed, stamina, health, metabolc rate, diet, horoscope, etc. This data should probably not be very large in volume and can be included alongside the descriptive data. Interpretative data variables would be pretty much the "stats" we have on an RPG game, and would dictate how the organism mode gameplay would fare. The hook is, this should be modular so we can add more analyzers and variables as it goes, because these same variables should be used on whatever auto-evo placeholder we may use.

In a third instance we'll have the non-visible adaptations of a creature. These would be akin to RPG "quirks" which come on a big list with checkboxes for you to pick. They'd apply modfiers to the interpretative stats. For instance lets say you are creating a desert rat. We'd have a checkbox such as "efficient kidneys" which would lower urine volume and basal water consumption, but would decrease the rate of detoxification of the body. Or say you are making a cow, you could have a checkbox "adapted intestinal flora" which would make it capable of extracting more energy from grass.
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~sciocont
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Dec 17, 2010 5:36 pm

This looks like pretty good groundwork.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySat Dec 18, 2010 3:03 am

This data model is actually almost identical to the real data model being currently used.

Kudos.

Except 4.
Just about everything is placed in relation to the underlying skeleton, in real life and in a heirachy, So, it's not a surface offset, it's a skeletal offset..
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~sciocont
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySat Dec 18, 2010 11:58 am

Bashinerox wrote:
This data model is actually almost identical to the real data model being currently used.

Kudos.

Except 4.
Just about everything is placed in relation to the underlying skeleton, in real life and in a heirachy, So, it's not a surface offset, it's a skeletal offset..
Skeletal offset is a really good idea... nice work.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySat Dec 18, 2010 5:08 pm

Nice work! You should keep eachother posted Bashi/Djohaal.
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Bashinerox
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySat Dec 18, 2010 11:33 pm

Tenebrarum wrote:
Nice work! You should keep eachother posted Bashi/Djohaal.

We're keeping in touch
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyTue Dec 28, 2010 5:25 pm

Okay, I'm going for a thought dump here, so beware. PLEASE READ IT and deconstruct it if you wish, comments criticism are the only ways to move forward.
Spoiler:
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyWed Jan 05, 2011 9:02 pm

Bumping for replies.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 06, 2011 10:52 am

~sciocont wrote:
Bumping for replies.

Ok. Seems reasonable. But would this be the same in, let's say, a low gravity environment?
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Jan 07, 2011 6:00 pm

2creator wrote:
~sciocont wrote:
Bumping for replies.

Ok. Seems reasonable. But would this be the same in, let's say, a low gravity environment?
Good question. Really the question would be "Do lower-gravity environments produce less powerful muscles?"
Well, if they do not, we will have very stringy-looking animals in lower gravity planets. If lower-gravity environments evolve less powerful muscle fibers, the animals will have larger muscles, but the muscles themselves will be less powerful (by volume) than muscles of a higher-g org.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySun Jan 09, 2011 1:16 am

~sciocont wrote:
Okay, I'm going for a thought dump here, so beware. PLEASE READ IT and deconstruct it if you wish, comments criticism are the only ways to move forward.
Spoiler:

Read over it. It all makes sense to me. I'm sure someone else will find something more... constructive to say about it.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySun Jan 09, 2011 6:34 am

I read the post, I understand it, but I don't know of any way to add to it. That's why I didn't post untill now.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptySun Jan 09, 2011 7:14 pm

Thanks for the confirmation guys.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 13, 2011 7:53 pm

We did pre-discuss this, scio, so this is why I didn't say much. However, I'm pretty certain that someone should have a look into muscles vs. Gravity.
I'm pretty sure that more gravity = more muscles, as well as the inverse of that, based off these two things:
1) It has been a long accepted fact that astronauts outside of the earth's gravity (free-fall, moon) can get muscle atrophy. (Read sci-fi for the education, not the martian princesses!)
2) If the force needed to move increases due to gravity, then muscle size will increase. Bone density will also increase because you need something strong to attatch that to. So there is a definite ceiling there, as more muscle + denser bones = more mass to move around.
I can't draw here, but you have a definite carrying capacity for size at different gravities - something that we should incorporate, yeah, but which the current maths have taken care of. Though, I imagine efficiency would be pretty constant, as cells are more or less created along stock plans - and muscular atrophying is generally a decrease in matter, implying a decrease in size, rather than a decrease in efficiency.

/textwall
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 13, 2011 7:58 pm

Honestly, mr. Calligrapher, the muscle strength goes only to the point from which onwards there are simply inefficient muscles.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 13, 2011 8:03 pm

Mysterious_Calligrapher wrote:
/textwall
[/textwin]
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 13, 2011 10:02 pm

That's the ceiling that I was talking about - when we can no longer use the muscles due to inefficiency/the inability to cope with greater gravity/any number of other complications wich will depend on the actual math interplay between muscle strength, blood supply, gravity, and bone mass.
Sorry If I speak confusingly.

PS. That's Miss Caligrapher to you.
& Hi, Rex!
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyThu Jan 13, 2011 10:12 pm

nice post. You're right that there will be a ceiling. Now, I don't think we're going to be able to find research that would lead us to the point of the ceiling. However, we might be able to find researchh that will lead us to the correct function for the cieling. My guess is that it would be either hyperbolic or linear. Gravity on x, muscle needed to move mass on y. Eventually it will get to a point where the muscle's weight becomes greater than the weight that the muscle could lift. I believe the ceiling would be about 75% of the way there.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Jan 14, 2011 7:02 am

Mysterious_Calligrapher wrote:
That's the ceiling that I was talking about - when we can no longer use the muscles due to inefficiency/the inability to cope with greater gravity/any number of other complications wich will depend on the actual math interplay between muscle strength, blood supply, gravity, and bone mass.
Sorry If I speak confusingly.

PS. That's Miss Caligrapher to you.
& Hi, Rex!

Oh, sorry then Miss Calligrapher. When I think about your and Scio's posts, you're both right. The only problem then is to make the physics and game engines reckognise this and include it.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Jan 14, 2011 4:05 pm

All right. Scio has math for the necessary muscle mass. Then, we figure in the gravity...
as each planet has a gravity value that is discussed in terms of earth's gravity (twice earth's gravity, 3 times earth's gravity...) the necesary muscle mass should be somewhat linear.

We might need a couple of sub-calculations for this one.
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PostSubject: Re: Towards a working model for organisms.   Towards a working model for organisms. EmptyFri Jan 14, 2011 10:06 pm

I think it'll be easiest for us to have it on a linear scale. We can set up a point for earth's gavity/muscle mass, run it through the origin, and there we have our scale. we can then determine our cutoff point. I can actually do that this wekend, it's pretty simple.
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