RealTimeBattle is configurable with a bunch of options, collected in differnt groups. The philosophy is to give you full freedom to set up the game in the way you like. This does mean, however, that some settings of the options may give bad combination, which can cause troubles for the program.
The acceleration due to gravitation. It is about 9.8 on the earth. An increase will increase the friction, thereby slowing robots down.
As it sounds. Increases with speed.
The friction in the direction of the robot if not braking.
The friction orthogonal to the robot direction. Also the maximum friction if braking.
Robots are not allowed to accelerate faster than this and ...
slower than this.
Determines the size of the robot.
Large robot mass will increase the impact of collisions.
Affects how well the robots will bounce. If zero the robots will cling together when colliding, if the value is one they will act like perfect billiard balls.
Determines how seriously damaged the robots will be when colliding. The lower value, the softer material.
Influences how well protected the robot is. This factor is to be multiplied with the damaging energy to get hoe much to reduce the robot energy.
The front of the robot is a section with different materials, usually harder and more protective, so robots can injure each other by ramming.
See previous four items.
See previous five items.
See previous six items.
The amount of energy the robots will have at the beginning of each game.
By eating cookie, the robot can increase its energy; not more than this, though.
How fast the robot itself may rotate. Unit: radians/s .
Maximum cannon rotate speed. Note that the cannon and the radar move relative to the robot, so the actual rotation speed may be higher.
Maximum radar rotate speed. See note above.
The robot will only know its energy approximately. This will decide how many discretation levels will be used.
Size of shots. Should be less than robot radius.
Shots are moving in this speed in the direction of the cannon plus the velocity of the robot.
When shooting the robot itself get damaged. This is the factor, by which the shot energy is multiplied, to get the damaging energy. If the number of robots is large, this number is reduced, so that you never lose in average by shooting (if you hit).
The lowest shot energy allowed. A robot trying to shoot with less energy will fail to shoot.
The robots have a shot energy, which increase with time, but will never exceed this value.
Determines how fast the robots shot energy noted above, will increase. Unit: energy/s .
The cookie energy is a random number between cookie max energy and cookie min energy.
See above.
The number of cookie per second that will appear in average.
Size of cookie.
The mine energy is a random number between mine max energy and mine min energy.
See above.
The number of mine per second that will appear in average.
Size of mine.
Cookie colour in hexadecimal red-green-blue form.
As above.
This is the longest time a game will take. When the time is up all remaining robots are killed, without getting any more points.
If the computer is temporarily slowed down, the time between updates can be to long. Setting this option will make the program artificially slow down the clock in those cases and therefore violate the realtimeness.
Increasing time scale than one means that the game clock will go faster relative to an ordinary clock. Changing this value can be usefull if you either want to give the robots more time or if you have a fast computer you may want to speed the game up.
In competition-mode a robots CPU usage is limited. At the beginning of a sequence a robot will get this amount of CPU time to spend.
When the start CPU time is spent, the robot will get this amount of extra CPU time.
The extra CPU time must last the an entire CPU period, otherwise the robot will die in the current game.
When the robot has used up this amount of its CPU time it will receive a warning message.
In competition-mode this will decide how often the program will check for CPU usage.
Here you can set the initial sizes for some different window, namely the arena window, the message window, the score window and the statistics window. You can also set the position for the first three and the control window.
Overall scale of the arena. A value of 2 give double sidelength, i.e. four times bigger area.
Background colour and ...
foreground colour for the arena.
This is a colon-separated list of directories which will be searched for robots when a new tournament is started.
Same as above, but for arena files instead of robots.