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Cubes colision

Discussion in 'Age of DNA - Bug reporting' started by Sykodeus, Feb 9, 2015.

  1. Sykodeus

    Sykodeus Member Age of DNA - Alpha member

    This DNA right here makes a cube move forward, and turn left whenever it sees either a terrain or another alive cube.

    If you try putting a bunch of cubes (something like 10+) in an enclosed space (one of the rooms in command-free that you close beforehand) and watch them do their business for a while, sometimes one the cube dies for weird reasons.

    It might not sound like much but it's really annoying.

    Attached Files:

  2. King_Kadelfek

    King_Kadelfek Administrator Staff Member Age of DNA - Alpha member

    Each time the cube moves, it costs him a few energy. After a while, the cube runs out of energy and dies.
    All actions are intended to cost energy, and the stronger the action is, the more energy it will cost.

    But for now we don't have the energy system and no way to see energy levels, so I think that cubes shouldn't consume energy (and die). I will make it so moving costs no energy (for now).
  3. Sykodeus

    Sykodeus Member Age of DNA - Alpha member

    Are you sure ? Sometimes they die very quickly, while others survive for a long time.
    Also, sometimes they merge into each other without dying.

    Watching them move is strangely mesmerizing.
    Last edited: Feb 9, 2015
  4. King_Kadelfek

    King_Kadelfek Administrator Staff Member Age of DNA - Alpha member

    There is a bug where a falling Alive Cube doesn't kill the Alive Cube it falls on. If cubes are merging another way, it's a case I don't know.

    Cube die when they enter another Alive Cube space, which is two cells wide when the cube is moving. So, often, a cube seems to die without colliding with the cube which have almost finished its move (but its Alive zone is still 2 cells wide).

    Yes, that's why I'm making it so moving cubes should always be the best way to do things. :)
    There is an option to record the screen (currently desactivated), so with the hundreds of PNG frames obtained, it's possible to make gifs and videos with an external software.
    I intend to reactive this option in Age of Cubes, with an internal gif / video software, so people will be able to easily put gifs on the internet or videos on Youtube.

    It looks like there are glitches on your game. You shouldn't see white lines between brown cubes, or blue lines between white cubes.
    Does it occur at any zoom level, or only when you are far away?
    (my video card doesn't react the same way than most players video cards)
  5. Sykodeus

    Sykodeus Member Age of DNA - Alpha member

    The cube merging bug happens in the same conditions, just a lot more rarely.

    If you go for animated records, you might want to consider webms as well.

    Here is a closer zoom. It's always been like this, is it not supposed to ?
  6. King_Kadelfek

    King_Kadelfek Administrator Staff Member Age of DNA - Alpha member

    Ok, I will look at it.

    Yeah, there are really useful, especially on chans.

    I created a new topic here:
  7. Sykodeus

    Sykodeus Member Age of DNA - Alpha member

    The cubes dying on collision is still happening despite the last update.

    I screwed around a little and found an easy way to reproduce both the collision death and merging.
    Place the DNA I linked in the OP in a cross as shown on the screenshot, then, delete the block in the middle.
    I just made one where two of the cubes died, and the other two keep merging into each other every time they cross the middle block.
    (On another topic, the textures look fine on the screenshot for some reason, but in the game there's still the same issue)
    Last edited: Feb 13, 2015
  8. King_Kadelfek

    King_Kadelfek Administrator Staff Member Age of DNA - Alpha member

    Thanks for the explanations, it helped a lot and I found the bug.
    Dying Alive Cubes were deleting the Alive zone in front of them. That's why cubes were "merging" (cubes going in the same cell without dying).

    On the bad news, there is a delay between the cube is detecting if the cell in front of him is free, and the cube moving. It means that in the meantime, another cube can start to move in this cell. So cubes can still die from collisions.

    1- When execution time will become slower on low quality cubes, the delay between detection and move will increase. So cube collisions will become a recurrent problem.

    2- For now, cubes die by entering another cube space, so very often they don't even touch each other. Cubes dying from collision will become obvious when I will have done a better collision detection and an animation for dying cubes.

    3- If I change the rules to give a free "check Alive Zone" before the move, it will no longer work when the collisions will be calculated in real time (see 2). Because collisions will no longer be detected when entering an Alive Zone, but when cubes will have move a lot and when it will be far too late.

    4- If I make the Alive Zone management available through runes, the delay problem will still exist. Because the Alive Zone in front of the cube is created when the cube starts to move, not when it's checked by the detector rune. Besides, Alive zones are intended to be a behind the scene-only part of the code.

    This is a problem inherent to the technology. Cubes are like robots, sometimes they are slow, sometimes they make mistakes and collision each other.
    So we just have to invent something to improve the technology.

    I just watched several videos about robots and I think I found something which could work.
    Cubes could have a "cell token system". They try to mark a cell as "reserved" (they put a token on it). If the cell is free, it works and send back a "0" signal. But if the cell already have a token, the signal sent back is "1".
    It's like the Alive Zone system, but the "mark cell / detect cell" is done in the same check.

    The token put on the cell itself could be some kind of laser symbol drawn by the cube.


    Maybe it's a camera distance problem. I will check the difference between the main camera and the parameters of the camera taking screenshots.
    You took this screenshot with the HD screenshot function (F11), right?

    EDIT: which graphics quality do you use? Do you still have the problem in "Good" quality (see below)?

    2015_02_14-God is a Cube - Age of DNA Configuration-03h50m31s.png
    Last edited: Feb 14, 2015
  9. Sykodeus

    Sykodeus Member Age of DNA - Alpha member

    Oh I understand, that's a tricky problem.

    I did use F11, I always launched the game on fantastic quality, and on good quality the textures look fine, so that's where the problem come from. :)
  10. King_Kadelfek

    King_Kadelfek Administrator Staff Member Age of DNA - Alpha member

    I really take care on graphics parameters only for the "good" quality. I will put the correct parameters for other qualities as well and it should be ok. :)

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