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Despite my claim that I'd stop this sillyness with cellular sims, I
couldn't help fiddling a bit more.
Version 1.4 of my alife include now correctly handles toroidal
configurations. This is where the top edge wraps around to the
bottom, and the left edge wraps to the right (and the reverse too).
This seemed to cry out for a visual representation...
In this animation, a simple and well-known configuration where four
Light-Weight Space-Ships fly in a straight line leaving a trail of
walkers behind them. Somehow I've managed to pick a combination of
universe size that causes the walkers to just miss the LWSS's and each
other for quite a while. In the end however, the inevitable occurrs
and chaos reigns supreme...
The include and some other, and higher quality, animations are on my
website.
For the keen, I do now have a converter to take v1.05 .lif files and
turn them into files compatible with my include, it will also generate
all the data files for an entire animation. The simple app is not
really ready to be released into the wild, but I can convert any files
people might want or send them the app...
--
Mark Hanford
Putting POV code on the web? Make it look pretty with POV2HTML...
http://www.hanfordonline.co.uk/povray
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Attachments:
Download 'LightningTorus0256kbps.mpg' (645 KB)
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Mark Hanford wrote:
> Despite my claim that I'd stop this sillyness with cellular sims, I
> couldn't help fiddling a bit more.
You need professional help.
(very cool anim tho)
--
Rick
Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
---
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.408 / Virus Database: 230 - Release Date: 24/10/2002
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Is your life-game sim 3-d? or have we just been seeing various
implementations of a 2d game?
Post a reply to this message
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> Is your life-game sim 3-d? or have we just been seeing various
> implementations of a 2d game?
This looks like a 2D rectangular wraparound Life universe mapped onto a
torus to me.
Jamie.
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It is 3D (x,y,time) game, represented on a 2D surface. The standard
rules require a cell with 8 neighbours to work, and the development of
"interesting" patterns depends on the game sitting on the border of
death and growth. These rules are then represented on a
two-dimensional grid. Due to the complexity of even simple
constructs, this is usually a very simple binary pattern, but with the
increase of computing power, I though it was time for a more
attractive version...
Other patterns have been implemented, such as hexagonal (6 neighbours)
or cubic (26 neighbours) but in these cases the rules have to be
different so that there's still a roughly even chance of a cell living
or dying. (I couldn't articulate that last sentence accurately, but
you get the drift...)
10x10 square grid = 100 cells = about 800 calculation phases per
generation = about 1 million for a 1000 generations.
10x10x10 cubic grid = 1000 cells = about 26,000 calcs per generation =
26 million calculation phases... POV SDL, whilst fabuloos, can only
go through loops so fast...
I might have a go at implementing a version of the cubic space, but
this causes the calculation time to increase HUGELY. It would create
some great patterns, though ;)
Cubic 4D Life here I come...
--
Mark Hanford
Putting POV code on the web? Make it look pretty with POV2HTML...
http://www.hanfordonline.co.uk/povray
"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.18273c5545ca2d2f989c05@news.povray.org...
> > Is your life-game sim 3-d? or have we just been seeing various
> > implementations of a 2d game?
>
> This looks like a 2D rectangular wraparound Life universe mapped
onto a
> torus to me.
>
> Jamie.
Post a reply to this message
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"Mark Hanford" <mar### [at] theinternetcom> wrote in message
news:3dbd668a$1@news.povray.org...
> I might have a go at implementing a version of the cubic space, but
> this causes the calculation time to increase HUGELY. It would create
> some great patterns, though ;)
>
I tried it in 3d but the cells kept marching in one direction. I know that
this can happen in 2d but I couldn't swear that this wasn't a coding error
due to mislabeling of all the nearest neighbors...
Post a reply to this message
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"Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message
news:3dbd7276$1@news.povray.org...
> "Mark Hanford" <mar### [at] theinternetcom> wrote in message
> news:3dbd668a$1@news.povray.org...
> > I might have a go at implementing a version of the cubic space,
but
> > this causes the calculation time to increase HUGELY. It would
create
> > some great patterns, though ;)
> >
>
> I tried it in 3d but the cells kept marching in one direction. I
know that
> this can happen in 2d but I couldn't swear that this wasn't a coding
error
> due to mislabeling of all the nearest neighbors...
>
I think I might give it a go, just for the exercise. My current algo
uses the process similar to
CellCount = CellCount+(Cell1=1)
CellCount = CellCount+(Cell2=1)
...
CellCount = CellCount+(Cell8=1)
I shudder to think what my current strategy would look under a 26
neighbour system. Especially as each of the above checks also sees if
it should wrap the edges with
"If LeftEdgeKills then skip Else CellCount=CellCount+(Cell1=1)"
for all the Row=0,Col=0 cells...
I might have to do some real work, and look at other "proper"
implementations of these things. So far I've kind of just made it up
as I went along. Oh, and if anyone's got a new P4-2.8GHz spare, hand
it over...
--
Mark Hanford
Putting POV code on the web? Make it look pretty with POV2HTML...
http://www.hanfordonline.co.uk/povray
Post a reply to this message
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