Great idea! I would like to try that out. I am not sure how it fits
into our plan right now but I will try to get it in at some point.
--- In firstname.lastname@example.org, "Mattias Fagerlund" <mattias@c...> wrote:
> I've been reading the NERO paper, very interesting stuff! I realize that
> you probably won't be adding a lot of stuff at this time, but I thought
> I'd raise this issue for possible discussion;
> I miss intern-agent communication methods. One popular method seems
> simulated pheromones, where agents can selectively drop pheromones which
> other agents can "smell", perhaps using two nostril-vectors at the
> of the agent. That way, one agent can follow the trail of another agent
> without being confused by pheromones behind it.
> Pheromones slowly bleed off. What the pheromones represent is undefined,
> for evolution to use or not use as it sees fit. Ants perform some
> feats using pheromones.
> Even cooler, give the agents two different pheromone types, so that the
> can represent different things f.i. "danger this way" and "coolnes this
- Hey Ian,
Any chance we can quote something you said on the NERO forums in a
press release? If so please send me an email to my personal address
(on my webpage). It would help credibility to have the opinion of
a former game developer.
--- In email@example.com, Ian Badcoe <ian_badcoe@y...> wrote:
> I found time to have a quick look into Nero last night.
> Speaking as a former professional in the computer games
> seen a lot of cases folk decide a game will illustrate their
> think "how hard can it be?" And the answer is "far harder than
> imagine", and they come up with some horrible effort with clunky
> interfaces, unusable controls, manual install procedures, flat-
> graphics which poke through walls, etc etc etc.
> But Nero completely turns this experience around. It is
_very_ cool. I
> just ran it last night and was up and running within a minute.
> even a tutorial! Which is _necessary_ for any complex game these
> usually gets missed out. The menus all make sense, training the
> easy. There's a sound-track and sound effects and the graphics
are OK (not
> quite up to commercial grade but that would probably be over the
> this context).
> Nice one Ken!
> Now I just need a longer day so there's time to play with
> In fifteen minutes, everybody will be in the future.
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