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Re: Golly suggestions

Postby KittyTac » October 10th, 2018, 9:34 pm

Here's another thing: Ability to simulate Wolfram rules that are not range-1 2-state ones. It's annoying to use Wolfram Alpha for their analysis.
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Re: Golly suggestions

Postby Redstoneboi » October 11th, 2018, 3:54 am

KittyTac wrote:Here's another thing: Ability to simulate Wolfram rules that are not range-1 2-state ones. It's annoying to use Wolfram Alpha for their analysis.

Explanation
well, golly actually converts elementary wolfram rules into either 2 state asymmetric rule tables or MAP strings
it also can’t run even wolfram rules because of the b0.
since golly only runs 2d rules and instead converts it into a b0 rule, it allows layers below the original pattern to evolve. state 1 cells can’t die either.

Solution
maybe have a “lineLoader” algorithm that runs up to 256 state and range 64 (or whatever) 1d rules, with the height of each cell being the screen’s height.
suggestion: i think 1d tables should either be @LINE, or @WOLFRAM instead of @TABLE
optional: maybe even request a script (please make it .lua that converts a 1d pattern and a rule into a pattern in a rule where nothing moves.

Suggestion
and while we’re on the topic of adding algorithms, maybe a “blockLoader” that simulates arbitrary state block based cellular automata with 2*2 neighborhoods such as margolus and square4cyclic.
suggestion: block tables should be @BLOCK
maybe even update the margolus patterns?

i guess you can have either of those, and i’d be happy.
it’s more convenient to use these than having to convert them using scripts back and forth with each edit.
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