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| Camouflage | |
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+8GhengopelALPHA Commander Keen roadkillguy Redstar tklarenb ~sciocont US_of_Alaska Tenebrarum 12 posters | |
Author | Message |
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~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Camouflage Wed Nov 30, 2011 8:06 pm | |
| - Tenebrarum wrote:
- ~sciocont wrote:
- Tenebrarum wrote:
- ~sciocont wrote:
- Tenebrarum wrote:
- Now, shapes.
No. Then won't sonar reliant organisms have inherently better chances? Yes, but sonar is energy-intensive, whereas having eyes uses no energy, so sonar is only useful if your eyes are not. (like in the dark and in murky waters) Ah! And there balance is found.
And we're not going to include mimicry I assume. Too difficult. I'll think on it. We can include warning coloration, though. All that is is obvious patterns and bright colors, so we just need animals to have bold colors. It doesn't even matter what the colors are. Actually, we might be able to do mimicry, but it depends on how we program the texturing process. If we do it in a spore-like way, then both batesian and mullerian mimicry would be possible. | |
| | | Poisson Regular
Posts : 322 Reputation : 11 Join date : 2010-07-07 Age : 29 Location : AK (GMT -9)
| Subject: Re: Camouflage Mon Dec 19, 2011 1:33 am | |
| - ~sciocont wrote:
- Tenebrarum wrote:
- Ah! And there balance is found.
And we're not going to include mimicry I assume. Too difficult. I'll think on it. We can include warning coloration, though. All that is is obvious patterns and bright colors, so we just need animals to have bold colors. It doesn't even matter what the colors are.
Actually, we might be able to do mimicry, but it depends on how we program the texturing process. If we do it in a spore-like way, then both batesian and mullerian mimicry would be possible. So how will the game decide on what is supposed to be a warning, ie how do we get creatures to make the jump of "Yum, easy to spot food!" to "Ew, bright colors..." | |
| | | Zetal Newcomer
Posts : 81 Reputation : 1 Join date : 2011-12-18 Age : 31 Location : Earth, USA
| Subject: Re: Camouflage Mon Dec 19, 2011 5:58 pm | |
| - Poisson wrote:
- ~sciocont wrote:
- Tenebrarum wrote:
- Ah! And there balance is found.
And we're not going to include mimicry I assume. Too difficult. I'll think on it. We can include warning coloration, though. All that is is obvious patterns and bright colors, so we just need animals to have bold colors. It doesn't even matter what the colors are.
Actually, we might be able to do mimicry, but it depends on how we program the texturing process. If we do it in a spore-like way, then both batesian and mullerian mimicry would be possible. So how will the game decide on what is supposed to be a warning, ie how do we get creatures to make the jump of "Yum, easy to spot food!" to "Ew, bright colors..." Forgive if I'm making rash assumptions here, but if the engine can already recognize when a creature is camouflaged, shouldn't it be relatively easy to use that same system to detect 'strong' colors? ie, ones that have particularly high RGB values? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Camouflage Mon Dec 19, 2011 7:30 pm | |
| - Poisson wrote:
- ~sciocont wrote:
- Tenebrarum wrote:
- Ah! And there balance is found.
And we're not going to include mimicry I assume. Too difficult. I'll think on it. We can include warning coloration, though. All that is is obvious patterns and bright colors, so we just need animals to have bold colors. It doesn't even matter what the colors are.
Actually, we might be able to do mimicry, but it depends on how we program the texturing process. If we do it in a spore-like way, then both batesian and mullerian mimicry would be possible. So how will the game decide on what is supposed to be a warning, ie how do we get creatures to make the jump of "Yum, easy to spot food!" to "Ew, bright colors..." It's simple, the game just chooses colors that are NOT camo colors- anything opposite of what the camo colors are, and preferably something bright. We can write in an aversion to those colors instead of having the NPCs actually learn things, which we obviously can't do on such large scales.
Last edited by ~sciocont on Mon Dec 19, 2011 7:31 pm; edited 1 time in total | |
| | | Zetal Newcomer
Posts : 81 Reputation : 1 Join date : 2011-12-18 Age : 31 Location : Earth, USA
| Subject: Re: Camouflage Mon Dec 19, 2011 7:31 pm | |
| - ~sciocont wrote:
- Poisson wrote:
- ~sciocont wrote:
- Tenebrarum wrote:
- Ah! And there balance is found.
And we're not going to include mimicry I assume. Too difficult. I'll think on it. We can include warning coloration, though. All that is is obvious patterns and bright colors, so we just need animals to have bold colors. It doesn't even matter what the colors are.
Actually, we might be able to do mimicry, but it depends on how we program the texturing process. If we do it in a spore-like way, then both batesian and mullerian mimicry would be possible. So how will the game decide on what is supposed to be a warning, ie how do we get creatures to make the jump of "Yum, easy to spot food!" to "Ew, bright colors..." It's simple, the game just chooses colors that are NOT camo colors- anything opposite of what the camo colors are, and preferably something bright. lol, that makes alot more sense than what I said. xD But yea, that works much better. =) | |
| | | Mixotroph Newcomer
Posts : 24 Reputation : 2 Join date : 2012-02-14
| Subject: Re: Camouflage Wed Feb 15, 2012 5:12 pm | |
| - Tenebrarum wrote:
- Okay, so right now, we need to discuss camo. It's almost weirdly important in the natural world, and should be mimicked if possible. After all, you're far more likely to survive if you avoid the fight rather than expending the resources and energy required to win one.
The key here is color comparison, and the computer's ability to notice something out of the ordinary in an environment. That is very, very, very difficult to program, as it effectively requires the computer to start to generalize, an action that is inherently animal.
Discuss. If Mixotrophs are added and they are a mixotroph that can photosynthesize and feed on other organisms, if they are the same color as the plants around them, wouldn't they blend in, and thus be camoflauged? | |
| | | tklarenb Learner
Posts : 109 Reputation : 0 Join date : 2011-10-03 Age : 32 Location : Planet Earth, North American continent, U.S.A.
| Subject: Re: Camouflage Wed Feb 15, 2012 5:42 pm | |
| - Mixotroph wrote:
- Tenebrarum wrote:
- Okay, so right now, we need to discuss camo. It's almost weirdly important in the natural world, and should be mimicked if possible. After all, you're far more likely to survive if you avoid the fight rather than expending the resources and energy required to win one.
The key here is color comparison, and the computer's ability to notice something out of the ordinary in an environment. That is very, very, very difficult to program, as it effectively requires the computer to start to generalize, an action that is inherently animal.
Discuss. If Mixotrophs are added and they are a mixotroph that can photosynthesize and feed on other organisms, if they are the same color as the plants around them, wouldn't they blend in, and thus be camoflauged? I don't see what distinction there is between mixotrophs and other creatures in regards to camoflauge. All creatures that are similar in color to the plants around them would be camoflauged. Being a mixotroph has nothing to do with it. But to answer your question, yes, just like any other creature, they would be camouflaged. | |
| | | Mixotroph Newcomer
Posts : 24 Reputation : 2 Join date : 2012-02-14
| Subject: Re: Camouflage Wed Feb 15, 2012 6:52 pm | |
| - tklarenb wrote:
- Mixotroph wrote:
- Tenebrarum wrote:
- Okay, so right now, we need to discuss camo. It's almost weirdly important in the natural world, and should be mimicked if possible. After all, you're far more likely to survive if you avoid the fight rather than expending the resources and energy required to win one.
The key here is color comparison, and the computer's ability to notice something out of the ordinary in an environment. That is very, very, very difficult to program, as it effectively requires the computer to start to generalize, an action that is inherently animal.
Discuss. If Mixotrophs are added and they are a mixotroph that can photosynthesize and feed on other organisms, if they are the same color as the plants around them, wouldn't they blend in, and thus be camoflauged? I don't see what distinction there is between mixotrophs and other creatures in regards to camoflauge. All creatures that are similar in color to the plants around them would be camoflauged. Being a mixotroph has nothing to do with it. But to answer your question, yes, just like any other creature, they would be camouflaged. They could use their camoflague to find a good spot to photoynthesize if they are photosynthetic, but then you might get nommed on by herbivores. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Camouflage Sat Jul 28, 2012 10:45 pm | |
| I had a better idea about camo. Instead of simply calling it, "light green" for two shades and blasting our programmers, couldn't we tone things down and only give a few specific pre-made colors that can be used? And also, mixotrophs that are carnivores would WANT to do that, so they can attract herbivores to nom on! | |
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