new snap function after mutate
| Case number: | 845813-987732 |
| Topic: | Game: Tools |
| Opened by: | Crashguard303 |
| Status: | Open |
| Assigned: | beta_helix |
| Priority: | 3 |
| Type: | Question |
| Opened on: | Friday, May 21, 2010 - 13:23 |
| Last modified: | Saturday, May 22, 2010 - 13:07 |
Hi, I just made some tries with the new snap commands.
My question is, if it makes sense to try different snap positions after a mutate, or does the mutate function already try out the best snap positions?
At the moment, we don't have any mutable puzzles, but I want to know if the idea makes sense, before I write a script for nothing as I can't test it now.
regards,
Alex
You must have misunderstood this.
I was not talking about shaking, but snapping.
Trying several snap positions results a kind of "coarse shaking", which dosen't care about clashing importance and existing bonds.
By changing snap positions, I could improve some puzzles, where a regular shake had no effect.
As far as I know shake simply picks the best snap position for all sidechains, taking clashing importance and all other score factors into account. The same should apply to mutate which, additionally allows changing aminoacids. So if you've written a recipe which improves puzzles after shake, it should also work after mutate.
Yes, this were my thoughts.
As I tried snapping at first, I thought there would not be any changes if it was performed after a shake, but it did.


Please correct me if I'm wrong, but I've never seen that shake improves the points after a mutate, so I think mutate already chooses the best position.