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I've been getting back into some projects, mostly
since my recent vacation in early March 2005. I've
recently been thinking about bigger thoughts, about
what programming stuff I really want to accomplish
in life, and artificial life is really high on the list.
My most recent work is doing a simple assembly line game.
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Assembly Line - V0.04
( Worked on 2005/05/09 - 2005/06/05 )
( Last updated on 2005/05/09 )
( Environment: Linux, SDL )
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See also the download
section.
In the mid 80's I played this puzzle/educational game that
had something to do with creating an assembly line. You place
components, and the machine stamps, bends, paints, etc the
raw material into some final result. This is a rough recreation
of that.
Looking at the screenshots you should be able to get the
general idea. There are clearly a few rough edges with the
implementation yet, but it's still in the early stages.
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Bee Sim - V0.01
( Worked on 2005/03/13 - 2005/04/09 )
( Last updated on 2005/03/23 )
( Environment: Linux, SDL )
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This isn't attempting to actually simulate bee behavior by
any stretch. I am attempting to build something that will
eventually have a symbiotic relationship with some plant GAs
that I'll write. I want to write this, and debug it as a
first step, before getting to the interesting part of the
plant GA.
I've got a screenshot. The pink bits are "flowers", their
brightness indicates how much "nectar" they have. The yellow
squares are bees, the darker yellow are hives.
Each bee has genes, which provide values for behaviors, such
as how likely it is to mate, how likely to build it's own
hive, and how old it will live. I also simulate day and night,
in anticipation of the plant sim.
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Evo_01 - V0.02
( Worked on 2004/02 - 2004/09/20 )
( Last updated on 2004/07/04 )
( Environment: Linux, SDL )
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I'm not quite sure where I'm going with this one. I've got
some spiffy ideas, but I very quickly tend to make it too
complicated, and I get lost trying to figure out what I'm
trying to write.
But I have a cool screen shot, click for a bigger image.
The green is plant material, the other colored squares are
creatures. They move randomly. The colors, eating habbits,
reproduction behaviors and even mutation rate are all genetically
driven.
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Spaceship game - V0.01
( Worked on 2004/03/01 - present )
( Last updated on 2004/04/17 )
( Environment: Linux, SDL )
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I've started work on a space combat/trade/exploration game.
I've got trading partially working, and have started to add
ship construction and ship details.
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A civilization clone (AltaCiv1 & AltaCiv2)
( Worked on 2002/11/01 - present )
( Environment: Linux, SDL, paragui )
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I've played all the Civs to come out, including Alpha Centauri,
and Call To Power. I even bought a second copy of SMAC for
Linux. Recently I've been playing Civ III.
I have to say... I'm not entirely thrilled with the new Civ.
It certainly looks good, it is a little slugish, the new
"culture" idea is very good (although poorly implemented), the
negotiations are pretty good. Regardless it doesn't run on Linux.
Around October, I picked this project up again. I've got the UI
more or less working. I've got cities, civs, multiple-players, but
don't have units, tech, fog of war... among a billion things.
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plant genetic algorithm sim
( Worked on 2002/04/21 - 2003/05/21 )
( Environment: Linux, SDL )
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I've had some thoughts on genetic algorithms for a while,
and intend to do a predator/prey sim at some point, but
for a short break, I started this plant simulation.
It's coming along, though I've stumbled on my
implementation and need to refactor and rearchitect...
A quick screenshot:
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A couple of things that I'd like to work on, after I've "finished" with
my AltaCiv stuff:
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GA predatory/prey simulation
( Environment: Linux, SDL )
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There was an article on
slashdot discussing some
group that was doing these demos of "evolving" predator/prey
robots... the prey would seek the light, to feed. The predators
would seek the prey, to feed. Neat idea, but not exactly original.
That's fine though. What I'd like to do are some ecosystem
simulations with GA based lifeforms. To mimick the above, I'd add
one more element, GA based food for the 'herbivores', as well as
some nifty other features I won't go into yet...
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Advanced Character control
( Environment: Linux, SDL/openGL )
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There are a lot of nifty games out there in the platform
genre, and one of the things that really facinated me was the
character action. How did the character move, climb, jump. What
were his idle animations, did he run into walls, or fall. Did
he sometimes do things a little different, make little noises
from exertion... I'd like to do a 'proof of concept' and create
the core code to do these things.
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And here is a list of things I've worked on... but are generally dormant.
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A-Star algorithm
( Environment: Linux, ncurses )
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This was a "quick" proof of concept, to be adapted to
my AltaCiv game. I've got it working here, and need to
migrate the algorithm into AltaCiv.
>
See also the downloads section.
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Networked pong clone
( Environment: Linux/Windows 9x, SDL )
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This was a good idea, whose time should have come and
gone... but until recently hadn't. I have much of the
basics working. The ball moves, bounces off the edges,
keeps score, plays sounds... Hmm, maybe I'll have to
start up on that again.
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A revised version of a puzzle game
( Environment: Linux, SDL )
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This game was very interesting to me when I was in
highschool, but i don't remember playing it much. I don't
think I owned a copy, but played it a little at school.
I thought it might be fun to try to rebuild it. I don't
want to give it away, because I haven't seen anyone do it
yet, and I might finish it.
The animations worked, the generic part of the pieces was
working, and I had implemented much of the specifics for
pieces, but hadn't done them all... and hadn't started on
the really hard part yet. Have a fully functional UI.
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Dialog generator
( Environment: Linux, text-based )
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I had read about the
Loebner Prize and read through some of the past
contestants and thought I might be able to do better.
Needless to say, the deadline in late 1999 came and went,
without me entering.
I did get something that would respond, and build sentences
based on past sentence structure and words, but had some
problems that I didn't fully work out... like handling
multiple sentences (it easily got into infinite loops).
Obviously there are ways around those sorts of things, but
I never got around to it...
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Sound Generator
( Environment: Started on Windows+SDL, now Linux+SDL )
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I had this thought, quite a while ago, about creating a
drag and drop toolset for generating nifty audio patterns.
I figured I could put together some simple components, plus
allow input of pre-built audio files and BOOM, I've got a
nifty sound generator...
Well, i got it to the point where it sorta did something,
but ran into some difficulties and stopped work on it.
Last time I tried it, it locked up my audio... :(
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