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Here is a 'glider' in a 3d version of the Game of Life.
(all POV script)
Post a reply to this message
Attachments:
Download 'glider5766.gif' (88 KB)
Preview of image 'glider5766.gif'
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In article <3c18d852@news.povray.org>, dav### [at] rcncom says...
> Here is a 'glider' in a 3d version of the Game of Life.
> (all POV script)
>
>
>
>
> begin 666 glider5766.gif
It looks more like a bug :)
Tell me about the rules, Please? Or a link? I know about the 2D
version...
--
Regards,
Sander
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> It looks more like a bug :)
> Tell me about the rules, Please? Or a link? I know about the 2D
> version...
I'll put scene file and include file in povray.binaries.scene-files soon.
In 3d, a 'cell' has 26 neighbors. The rules for the glider animation were
just
"if a 'dead' cell has 5,6, or 7 live neighbors, it becomes 'live', and if
a 'live' cell has 6 live neighbors it survives to the next generation".
You can see the include file for the initial arrangement for 'glider5766'.
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Are there 'static' formations like classic clocks and things like that? What
does a large formation look like over time? Can you associate a density color
with formations?
Dennis
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"Dennis Clarke" <dcl### [at] blastwavecom> wrote :
> Are there 'static' formations like classic clocks and things like that?
What
> does a large formation look like over time? Can you associate a density
color
> with formations?
In 2d there are the classic 'Conway' rules. So far as I know, there is no
standard set of rules
for 3d. With certain rule sets you can get static formations and gliders and
blinkers, etc.
So it seems pretty wide open for experimenting.
But a problem with my POV implementation is that once the 'playing field'
gets large, the
computation time gets unacceptable if the goal is experimenting, like
looking for forms that
'do stuff'.
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david sharp wrote:
> In 2d there are the classic 'Conway' rules. So far as I know, there is no
> standard set of rules
> for 3d. With certain rule sets you can get static formations and gliders and
> blinkers, etc.
> So it seems pretty wide open for experimenting.
> But a problem with my POV implementation is that once the 'playing field'
> gets large, the
> computation time gets unacceptable if the goal is experimenting, like
> looking for forms that
> 'do stuff'.
Damn. Yet another cpu bounded situation. What we need is a massive cluster
of computers all rendering frames. But we can't because the GOL frame depends
on the previous frame. Each system would need to render a few lines only and
then assemble the image and then move onto the next frame.
https://www.blastwave.com/solaris/parts/SS10SS20U1/Image02.jpg
I have a stack of systems that just sit around and collect dust. I've always
wanted to get sixteen of them going simutaneously but the scripting would be a
bit nasty and the assembly of the image even nastier.
Just thinking and typeing at the same time.
Dennis
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