7 ms·
Food / Poison break even was at 88. A chart would be interesting. However - since R2D2 seems like a slow learner it would be nice to speed up the time a little
by dlsym 12y ago
Food / Poison break even was at 88. A chart would be interesting.
However - since R2D2 seems like a slow learner it would be nice to speed up the time a little bit.
- hmate9 12y agoI am currently at 175 vs 75
- balazsdavid987 12y agoAfter ~30mins I got ratio of 0.77 (375 greens, 111 blacks), it got pretty good at avoiding blacks after reaching 0.7.
- javierluraschi 12y agoI've gone as far as ~1000 food ~100 poisson blocks to make sure it's on the right track. Speeding this up is a good idea, I'll make some time to add this and post an update. You can ping me on twitter @javierluraschi.
- doorhammer 12y agoWarning: I only glanced through the code real quickly, so I haven't checked to see if this has unintended side effects to the game logic, or to make sure it's a complete solution. It looks like there's a variable that controls how quickly the board itself is updated: var boardGameUpdateInterval = 10; And a function deciding how quickly the visual representation gets updated: var render = function () { setTimeout( function() { requestAnimationFrame(render); }, 1000 / 15); if (gameTicks % boardGameUpdateInterval == 0) { updateBoard(); } animateBoard(); gameTicks++; renderer.render(scene, camera); }; They're global variables so it's pretty easy to just drop into the developer console and overwrite them. I just changed the denominator of the setTimeout to 30 instead of 15, and the boardGameUpdateInterval to 5 instead of 10. Of course, you don't have to change the render speed to get the logic speedup, but I figured I'd do both. This appears to have sped the simulation speed up by a factor of two. ymmv