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 Post subject: Conway
PostPosted: September 5th, 2011, 9:02 pm 
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Joined: August 23rd, 2010, 6:22 pm
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Location: Ontario, Canada
There exist a few Conway's Game Of Life scripts already on the forum, but none of them are able to handle larger grids very well. This script has been tuned for performance, allowing much, much bigger grids.

For speed, raw text and a text control are used, and grids are stored as arrays.

Screenshot:

Image
128 by 512 grid, running at ~1fps

Download:

Script

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Last edited by Uberi on November 6th, 2011, 10:57 pm, edited 2 times in total.

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PostPosted: September 6th, 2011, 8:10 pm 
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Hi, looks fun and I iwll have a play. I tried your website of libraries but although it looks nice none of the items opens.

Peterm


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PostPosted: September 6th, 2011, 9:12 pm 
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peterm wrote:
Hi, looks fun and I will have a play. I tried your website of libraries but although it looks nice none of the items opens.

Peterm


Hi Peterm:

This may not be very on topic but the website requires a modern browser such as Google Chrome v10+, FireFox v4+, Opera 10+, or IE9+. It is untested on alternative browsers or anything older than what has been listed above.

Anyways, glad you took the time to try out the script!

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PostPosted: September 13th, 2011, 2:59 pm 
this seems cool but what exacly is this? is it a game? :?


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PostPosted: September 13th, 2011, 8:41 pm 
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I think Wikipedia explains it better than I ever could :).

In short, Conway's Game of Life is a "zero player game". The starting grid is defined, and simple cellular automata rules are applied over and over. What's fascinating about this is that it is Turing complete; it is possible to compute things using one of these grids.

People have used these simulations to create an incredible variety of gliders, pulsars, statics, spaceships, and all sorts of different interesting patterns. It really is a universe within itself.

On a related note, this script simulates fast enough to allow us to run Gosper's Glider Gun, which is, in my opinion, one of the most interesting patterns you can find at this small scale.

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PostPosted: November 6th, 2011, 10:58 pm 
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Update:

Fixed bug that caused PositionH to become a floating point number, causing the recent GUI options validation to show up.

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PostPosted: December 4th, 2011, 8:14 pm 
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Update:

  • #MaxHotkeysPerInterval warning dialog will no longer show up if fast-forwarding for extended periods of time.

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