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Biped and quadruped locomotion

A topic by lifefauxreal created 68 days ago Views: 363 Replies: 2
Viewing posts 1 to 3

Great app!  What are the limitations of locomotion?  The most successful "builds" show movement by anchoring either a "front" or "back" oriented limb and moving the other to or away the anchored limb to achieve movement; like an inchworm.  I have yet to see one where the limbs are able to cross over a central vertical plane intermittently to achieve locomotion; like legs attached to a hip. 

Is this a limitation of the simulation constraints or perhaps due to my design errors?

Additionally - the AI doesn't seem to like any sort of discovered cycle to make an efficient gate.  It appears to alter the gait during the simulation of one instance.

Most interesting bit of software & code. Makes me want to learn AI coding.

Developer

There is no builtin restriction that would prevent the creatures from being able to walk by crossing their legs over. However, walking that way is much more complex and requires a very fine tuned brain that is able to perfectly balance the whole creature during the transition between legs. 

Therefore it's much more unlikely that a creature will learn how to do that in a short period of time. Instead, they will optimize their behaviour towards a local maximum where their strategy of walking still gets them moving forward at a certain speed (most likely not as fast as the 'obvious' way they should be doing things) without the need to worry a whole lot about balancing all the time.

You can always get lucky with a creature that is really good at walking using a highly complex movement pattern, it's just fairly unlikely to happen.