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Wireworld Game Idea

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Wireworld Game Idea

Postby Hunting » January 6th, 2019, 8:01 am

I'm thinking about make a GAME using Wireworld.

Here's the idea:

x = 110, y = 54, rule = WireWorld
31.41C$23.8C41.4C$19.4C53.2C$17.2C59.3C$16.C64.2C$15.C67.2C$13.2C70.
2C$12.C74.3C$11.C15.38C25.C$9.2C14.3C36.6C21.C$8.C14.3C44.6C16.2C$8.C
13.2C51.3C16.C$7.C11.3C56.3C14.C$6.C10.2C61.3C13.2C$5.C9.2C66.3C12.C$
4.C9.2C69.2C12.C$3.C9.C37.10C25.2C11.C$3.C8.2C47.C7.C18.C11.C$2.C8.C
39.10C7.2C19.C11.C$.C8.2C38.C16.6C16.2C10.C$.C7.2C40.10C7.2C2.C17.2C
10.C$.C7.C51.C7.C2.C19.2C8.C$C7.C42.10C11.C20.2C8.C$C7.C41.C43.2C7.2C
$C7.C42.10C34.2C8.C$C7.C52.C34.2C7.C$C7.C5.3C34.10C5.3C.3C.3C2.3C.3C.
C2.C7.C7.C$C7.C5.C2.20C13.C15.C3.C3.C.C2.C3.C3.2C.C8.2C5.C$C7.2C4.C
22.5C9.10C5.3C.C3.2C3.3C.3C.C.2C9.2C4.C$C8.3C2.C26.C19.C6.C.C3.C.C2.C
3.C3.C.2C10.2C3.C$.2C8.4C26.C9.10C5.3C.3C.C2.C.3C.3C.C2.C11.C4.C$2.C
11.C2.3C.3C.C3.C2.3C2.C.C.C8.C51.C4.C$3.3C8.C2.C3.C.C.2C.2C2.C.C2.C.C
.C9.10C41.C4.C$5.4C5.C2.C3.C.C.5C2.3C2.C.C.C19.C40.C5.C$8.7C2.C3.C.C.
C.C.C2.C4.C.C.20C41.C5.C$14.C2.3C.3C.C3.C2.C4.3C.C60.2C4.C$14.C26.C
61.C4.C$14.C2.3C.3C.3C13.C5.44C12.C4.2C$14.C3.C2.2C2.2C14.C5.C43.C11.
2C4.C$14.C3.C2.3C.C.C13.C5.C3.36C5.4C8.C4.C$14.C26.C5.C3.C35.4C4.3C6.
C4.C$14.28C5.C3.C39.3C3.2C5.C4.C$47.C3.C42.2C3.2C3.C4.C$47.C3.C15.3C.
4C.C2.C.4C.3C.3C2.2C4.4C4.C$47.C3.C15.C3.C2.C.2C.C3.C2.C.C.C.C4.C11.C
$47.C3.C8.C6.C3.C2.C.C.2C3.C2.2C2.C.C5.C9.2C$47.C3.C7.2C6.C3.C2.C.C.
2C3.C2.C.C.C.C5.2C3.C.4C$47.C3.C6.7C2.3C.4C.C2.C3.C2.C.C.3C6.7C$47.C
3.C7.2C40.2C$47.B3.B8.C7.C3.C3.3C.3C$68.C3.C3.C3.C.C$68.C3.C3.3C.2C$
68.C3.C3.C3.C.C$68.3C.3C.3C.C.C!


Player should run the game pattern quickly in Golly, which give the "screen" enough time to refresh and show the next frame.

Using the Controller: While RUNNING the pattern, player should replace the WHITE cell shown in the above pattern to BLUE cell, to execute an action.
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
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Re: Wireworld Game Idea

Postby Hunting » January 6th, 2019, 9:16 am

I want to make this game.

There's a blue rectangle and a single black dot on the screen. (In this Wireworld representation of this game, instead of just displaying black dot, we inverse the color of the cell which is the dot location.) When Black dot is on the blue rectangle, that rectangle moves to left; Else, it moves to right.

Some circle will spawn every 2 seconds in a random position. If the black dot is on the circle, and ENTER was executed, then you get a point, and then that circle disappear.

There's two red trap on the left and right of the screen. If the blue rectangle hits it, then it is GAME OVER.

You can control the black dot with UP, DOWN, LEFT and RIGHT action.


Object Texture
There's 4 object in the game: Blue Rectangle(Bar), Black Dot(Cursor), Bonus Circle(Collect), Red Trap.

Here's the Bar displayed on the screen.
x = 62, y = 55, rule = WireWorld
.60C$61.C$.60C$C$.60C$61.C$.60C$C$.60C$61.C$.60C$C$.60C$61.C$.60C$C$.
60C$61.C$.60C$C$.60C$61.C$.11CABCABCABCABCABCABCABCABCAB23C$C$.11CBAC
BACBACBACBACBACBACBACBA23C$61.C$.11CABCABCABCABCABCABCABCABCAB23C$C$.
60C$61.C$.60C$C$.60C$61.C$.60C$C$.60C$61.C$.60C$C$.60C$61.C$.60C$C$.
60C$61.C$.60C$C$.60C$61.C$.60C$C$.60C$61.C$.60C!


And it can be coded like this:
x = 160, y = 1, rule = WireWorld
5CABCABCABCABCABCABCABCABCAB47CABCABCABCABCABCABCABCABCAB23CABCABCABC
ABCABCABCABCABCAB7C!
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
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Location: Universe

Re: Wireworld Game Idea

Postby blah » January 6th, 2019, 12:15 pm

So the entire screen would refresh once every 2^n generations, so that hashlife with a given step size and alignment would match the refresh rate?

Also, programming a game for this kind of design is trivial in comparison to the rest of the work, namely constructing a computer (+ peripherals) and writing an assembler/compiler for it. There is obviously already a computer in Wireworld, though I doubt it would be all that adaptable to this idea.

And are you aware of this? Why use Wireworld? Why not any other circuit simulator? What's the exact goal here? Why even make a new computer at all, when the QFT computer could probably be programmed to run this game anyway (It even has a javascript emulator)?
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Re: Wireworld Game Idea

Postby Hunting » January 7th, 2019, 1:35 am

blah wrote:So the entire screen would refresh once every 2^n generations, so that hashlife with a given step size and alignment would match the refresh rate?

Also, programming a game for this kind of design is trivial in comparison to the rest of the work, namely constructing a computer (+ peripherals) and writing an assembler/compiler for it. There is obviously already a computer in Wireworld, though I doubt it would be all that adaptable to this idea.

And are you aware of this? Why use Wireworld? Why not any other circuit simulator? What's the exact goal here? Why even make a new computer at all, when the QFT computer could probably be programmed to run this game anyway (It even has a javascript emulator)?


For the first paragraph: That's right.

For the second paragraph: Actually, I don't think it trivial, at least for me. It's a challenge. I've never completed things like this in Wireworld like this. By the way, I know there's a computer in Wireworld, however,

For the third paragraph, I think Wireworld is just cooler.

Last of all, I want to build a Wireworld Machine specially for my game, NOT the trivial and simple "programmed computer" idea.
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
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Location: Universe

Re: Wireworld Game Idea

Postby Hunting » January 7th, 2019, 6:15 am

Or, it has a very different and creative structure than the universal computer.
Because build a new structure will make it cool.
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
Posts: 619
Joined: September 11th, 2017, 2:54 am
Location: Universe

Re: Wireworld Game Idea

Postby Freywa » January 9th, 2019, 4:59 am

blah wrote:And are you aware of this? Why use Wireworld? Why not any other circuit simulator? What's the exact goal here? Why even make a new computer at all, when the QFT computer could probably be programmed to run this game anyway (It even has a javascript emulator)?


With Conway's Life you have to deal with glider/LWSS timing issues, reflector and conduit space, etc. – which makes things very large. Those problems are much simplified with those CAs that veer closer to logic, like Wireworld and my modern variation of it.
Princess of Science, Parcly Taxel
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Re: Wireworld Game Idea

Postby Hunting » January 9th, 2019, 5:07 am

Freywa wrote:my modern variation of it.


Yeah, that thing is cool.
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
Posts: 619
Joined: September 11th, 2017, 2:54 am
Location: Universe

Re: Wireworld Game Idea

Postby Freywa » January 9th, 2019, 2:25 pm

Hunting wrote:Yeah, that thing is cool.

I don't consider my rule "cool", merely "modernised". The principal motivation behind my rule is to pack more data into a smaller space, in particular making logic gates out of wire configurations rather than the three-electron-annihilator rule of vanilla Wireworld, thus allowing very small 4-tick devices. You might want to try it out.
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Re: Wireworld Game Idea

Postby Hunting » January 9th, 2019, 11:38 pm

Freywa wrote:
Hunting wrote:Yeah, that thing is cool.

I don't consider my rule "cool", merely "modernised". The principal motivation behind my rule is to pack more data into a smaller space, in particular making logic gates out of wire configurations rather than the three-electron-annihilator rule of vanilla Wireworld, thus allowing very small 4-tick devices. You might want to try it out.

Tried!
Almost c/2:
x = 19, y = 10, rule = LifeHistory
7.D3.D$6.DCD.DCD$5.DC2AD2ACD$3.2DAC2.A2.CA2D$3.AC.C2.D2.C.CA$.2D.C.AD
.A.DA.C.2D$.2C.A2.A3.A2.A.2C$.CA.2D7.2D.AC$DC2.2A7.2A2.CD$2A15.2A!
#C [[ STOP 2 ]]
Hunting
 
Posts: 619
Joined: September 11th, 2017, 2:54 am
Location: Universe


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