Speed?
Is there a way to increase the overall speed of the simulation? I don't think it's using my system's full resources, and I want them to evolve as rapidly as possible. But I want it to increase the overall speed, not just the gravity or motion. How do I do it?

Never Mind
I figured it out. It's in the file PhysicalControl.tz In case anyone else has this question, if you play with the "set-integration-step" and "set-iteration-step" variables, you can get a better speed or frame rate.
Glad you were able to locate
Glad you were able to locate these settings to change the speed of the simulation.
Be aware, however, that changing these settings also has an effect on the accuracy of the physical simulation being performed and will thus influence the course of evolution.
If your changes are small, then the results can still be acceptably realistic, but large changes may introduce instabilities or other problems.
- jon
then is there a way of
then
is there a way of speedding it up by using all off the pc's resources WITHOUT affecting on the physical accuracy?
and, maybe, without the image to exploit more resources?
evolutions are getting more and more rare now
it had taken a lot of time to pass from 30th to 170th generation.. and with ANY evolution =/
i think i would need to pass about 1000 generations to see interesting evolutions..
what do you suggest?
Measure it
Do you know how some algorithms take longer with more data O(n^2), I would measure the genome size over generation time, if a genome exceeds a time threshold decease its fitness. Time to complete a goal, and overall performance should be accounted for in your fitness function.
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison
i agree with this guy. i
i agree with this guy. i love to watch this thing evolve but i'd really like it if i could speed it up.
maybe show one evolution trial but have four or five going in the background, thus getting through generations much more quickly.
is this possible? or any way of increasing the framerate without affecting the accuracy of the simulation? like i said, background trials unrendered through the client could make evolution much more quick, apparent and interesting.
i've tinkered with the settings he mentioned here but i worry about the accuracy of the simulation. any suggestions on limits?
Use a Controller Switch
I got a basic demo for breve on my site at sourcerangers.com
you can look at the example code, it includes an object for clustering that can switch views without changing the data.
Many simulations in breve are either memory or computationally expensive, so a good strategy for the GP would be to only render the top five winners out of the entire population.
I have not failed! I have only tried 100,000 ways that will not work. —Thomas Edison
I also
I also would like to speed up the simulation without affecting anything but the time.
Any takers?
some suggestions
There may be some tricks (I hope I didn't make too many mistakes because english is only a foreign language for me)...
I use them within the Integrated Development Environment of Breve (however, they may be needless when used in the command line version of breve). Some of them may be without or with negligible effect, but when used together, the remaining actions can increase the evolution speed quite a lot:
• disable or delete the following code within the creatures.tz file:
- self set-mountain-skybox.
- blockTexture = ( new Image load from "images/noise.png" )
- floor set-texture-image to ( new Image load from "images/ground.png" ).
- floor set-color to ( .8, .8, .8 ).
- self point-camera at t.
- self pivot-camera x 0 y 0.0001.
- controller pan-camera-offset by newOffset steps 200.
• disable everything from the simulation menu (except gravity)
• move the objects out of sight by
1) Moving the camera far to the left/right and then going down into (not through) the ground so the floor isn't displayed anymore.
or
2) Zooming out far enough so the objects aren't drawn anymore (I haven't tested this second possibility yet but the effect should be the same).
• Put the directory of the breveCreatures.xml file on a storage medium which is as fast as possible (even though the difference is small).
• make the main window as small as possible (when you are using a mac, you can make it even smaller by "hacking" the .nib file (or a copy of it) of breve with Interface builder - set the "Min w" value to 117 and the "Min h" value to 5).
• Also on Mac: put the location of the breveCreatures.xml into the privacy area of spotlight - this will save a lot of CPU time, and it took me a while to figure out why the mds process was consuming so much CPU all the time.
It could also be that some of the steps make others useless.
Another possibility is to use the command line version of Breve with whom I don't have that many experiences yet. But I still have the impression that it has another accuracy of the simulated events when used.
I hope this can help... best regards
Or you can
Or you can write...
self disable-smooth-drawing. [after "+ to init:"]
floor draw-as-point. [after "floor set-color to ( .8, .8, .8 )."]
rootNode draw-as-point. [after "rootNode set-texture-image to ( controller get-block-texture )."]
... within the IDE