Anyone else getting memory use issues? On version 1.2 I was getting 15-20 mb used, even after leaving it on for hours.
I just tried it today and it almost crashed my browser. Said it was using 980 mb.
No problem here, running it under chrome.
I have found that for some reason, my home desktop can't run it for beans in firefox or IE. Works all right in opera and chrome, though.
Framling on
you're = you are
your = belonging to you
their = belonging to them
there = not here
they're = they are
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FramlingFaceHeadGeebs has bad ideas.Registered Userregular
edited February 2011
Also, the new timeout system isn't as robust. I left blockhead running overnight, and came back to find a car vibrating like the flash, with the time in the 111,000's.
Framling on
you're = you are
your = belonging to you
their = belonging to them
there = not here
they're = they are
Like, the application is glitching out, and the cars have evolved to take advantage of the glitches.
I'm just worried that at some point, some glitch is going to occur that kills somebody, and it results in the current car going further than 385 units.
Framling on
you're = you are
your = belonging to you
their = belonging to them
there = not here
they're = they are
new version has a bunch of cool stuff, but the coolest i think is probably a new track that's like the default one except randomized every time, so you should end up with cars that aren't so specialized to a specific track but are good overall
redhead on
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facetiousa wit so dryit shits sandRegistered Userregular
edited February 2011
I think my favourite part of this is seeing the different ways cars adapt to the different tracks.
I haven't been able to get a car past the third jump on Big Air. I had one that kept coming up JUST short, with the front of the chassis landing on top but the rest pulling it back, and eventually it kept spitting out the same exact model.
facetious on
"I am not young enough to know everything." - Oscar Wilde
so i left three instances of this running all night on the new default (random) track, each instance for a different number of wheels: one for two , one for three, one for four. (142143144, heh)
when i woke up this morning, the two wheelers looked like variations on this . they had the most variation in results/body type of the three populations, and would usually make it between 500-700 units before failing, usually to a backflip. the little tail piece could keep them from flipping on the earlier, more gentle grades, but not on really steep slopes.
the three wheelers looked like variations on this . they had less variation than the two-wheelers, mostly just varying the positioning/size of the front wheel (a lot of them had it raised instead of on a plane with the other two, and many of them had it smaller). they tended to make it to 700-750 before failing, usually by getting impaled on top of a peak.
the four wheelers looked like this and had almost no variation in results or body type. they basically all made it to 800-820 on any random track. they accelerated really fast and kept their speed well, which made most hills a matter of just blowing past them using the speed they had already gained rather than a matter of being able to climb slowly and consistently without flipping. also, flipping wasn't necessarily the end of the world for them, and they in fact started out "upside down" but tended to travel mostly as pictured. they would fail only once they hit a deep, steep-walled valley, which would kill them by causing them to crash into the front wall and lose their speed, leaving them unable to climb out from a dead stop.
i think it would actually be more interesting to run multiple instances with the same rules and see how much variation between populations you would get even among sets with the same number of wheels. i have a feeling it will be a lot--these populations' paths seemed like they got determined relatively early on by the type of tracks they happened to spawn, then changed only a little through the next 50 or so generations.
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cadmunkyOne hand on the bottle,The other a shaking fist.Registered Userregular
edited February 2011
damn this reminds me. i still have one running at home on, i dunno, it's 700th gen by now on the default (not random) track. gonna have to start over now.
cadmunky on
"Think of it as Evolution in Action"
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Donovan PuppyfuckerA dagger in the dark isworth a thousand swords in the morningRegistered Userregular
edited February 2011
It still doesn't run in the non-active tabs in Chrome. Tab has to be displayed for anything to happen. So I have a second instance of my browser open in the background.
Posts
No problem here, running it under chrome.
I have found that for some reason, my home desktop can't run it for beans in firefox or IE. Works all right in opera and chrome, though.
your = belonging to you
their = belonging to them
there = not here
they're = they are
your = belonging to you
their = belonging to them
there = not here
they're = they are
http://boxcar2d.com/derpBikeDesigner.html
everything is trending toward a median of about 200
This thing will fuck your head up on Hang Ten
0.05,3,0.382,0.767,0.053,0.709,0.876,1.579,0.411,1.231,0.192,2.072,0.99,0.419,0.715,1.695,5,1.633,1.5,6,2.261,0.577,7,2.574,0.435,2,4.876,0.743,3,0.267,0.259,3,2.08,0.929,-1,1.165,0.978,-1,1.791,0.297,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720,12350720
in block head
Somehow
I've got cars that are completing the track in literally zero time.
And cars that explode as soon as they appear.
And cars that are just a wheel, sitting on the far left of the screen, with no body at all.
Like, the application is glitching out, and the cars have evolved to take advantage of the glitches.
I'm just worried that at some point, some glitch is going to occur that kills somebody, and it results in the current car going further than 385 units.
your = belonging to you
their = belonging to them
there = not here
they're = they are
And yeah, that happens to pretty much every instance of that program I have tried running.
I haven't been able to get a car past the third jump on Big Air. I had one that kept coming up JUST short, with the front of the chassis landing on top but the rest pulling it back, and eventually it kept spitting out the same exact model.
Steam: Chagrin LoL: Bonhomie
when i woke up this morning, the two wheelers looked like variations on this . they had the most variation in results/body type of the three populations, and would usually make it between 500-700 units before failing, usually to a backflip. the little tail piece could keep them from flipping on the earlier, more gentle grades, but not on really steep slopes.
the three wheelers looked like variations on this . they had less variation than the two-wheelers, mostly just varying the positioning/size of the front wheel (a lot of them had it raised instead of on a plane with the other two, and many of them had it smaller). they tended to make it to 700-750 before failing, usually by getting impaled on top of a peak.
the four wheelers looked like this and had almost no variation in results or body type. they basically all made it to 800-820 on any random track. they accelerated really fast and kept their speed well, which made most hills a matter of just blowing past them using the speed they had already gained rather than a matter of being able to climb slowly and consistently without flipping. also, flipping wasn't necessarily the end of the world for them, and they in fact started out "upside down" but tended to travel mostly as pictured. they would fail only once they hit a deep, steep-walled valley, which would kill them by causing them to crash into the front wall and lose their speed, leaving them unable to climb out from a dead stop.
i think it would actually be more interesting to run multiple instances with the same rules and see how much variation between populations you would get even among sets with the same number of wheels. i have a feeling it will be a lot--these populations' paths seemed like they got determined relatively early on by the type of tracks they happened to spawn, then changed only a little through the next 50 or so generations.
"Think of it as Evolution in Action"
Not ideal, but still cool to play with.