Golly 3.0b2
Golly 3.0b2
EDIT: Golly 3.0b3 has been released so the links to 3.0b2 have been removed.
This version has major improvements to the Larger than Life algorithm:
- Support for unbounded universes, within certain limits. See Help > Algorithms > Larger than Life, which also has a new History section and more references, thanks to Kellie Evans.
- Patterns run much faster, thanks to some fast algorithms from Adam Goucher (aka calcyman) and Dean Hickerson, and further optimizations by myself and Chris Rowett.
- The maximum range is now 500. See Patterns/Larger-than-Life/ for a couple of spaceships in range-100 rules, and a spaceship in a range-500 rule (created by scaling up the R100 spaceship).
If all goes well we're planning to do the final 3.0 release in late August.
This version has major improvements to the Larger than Life algorithm:
- Support for unbounded universes, within certain limits. See Help > Algorithms > Larger than Life, which also has a new History section and more references, thanks to Kellie Evans.
- Patterns run much faster, thanks to some fast algorithms from Adam Goucher (aka calcyman) and Dean Hickerson, and further optimizations by myself and Chris Rowett.
- The maximum range is now 500. See Patterns/Larger-than-Life/ for a couple of spaceships in range-100 rules, and a spaceship in a range-500 rule (created by scaling up the R100 spaceship).
If all goes well we're planning to do the final 3.0 release in late August.
Re: Golly 3.0b2
This is exciting.
That long-awaited 50c ship:
Since 500c is now obviously our upper speed limit (since i doubt it'll be pushed up beyond that, bu one can dream), the challenge to find ships and replicators travelling that fast begins.
That long-awaited 50c ship:
Code: Select all
x = 100, y = 100, rule = R99,C3,M0,S0..0,B5000..5000,NM
100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A
$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$
100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A$100A
$100A$100A$100A$100A$100A$100A$100A$100A$100A$100B$100B$100B$100B$
100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B
$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$
100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B$100B
$100B$100B$100B$100B$100B!
Last edited by muzik on August 2nd, 2017, 9:49 pm, edited 1 time in total.
Help wanted: How can we accurately notate any 1D replicator?
Re: Golly 3.0b2
Aaaaaaaaaaaaaaaaaaaaaaaaaaaamazing!!!!!!
When can we start making 500c/1 ships???
When can we start making 500c/1 ships???
Re: Golly 3.0b2
250c in a quarter of a million cells:
It works, I guess - and with absolutely no lag on 10^0!
Code: Select all
x = 500, y = 500, rule = R499,C3,M0,S0..0,B125000..125000,NM
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A
$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$500A$
500A$500A$500A$500A$500A$500A$500A$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$
500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B$500B
!
Help wanted: How can we accurately notate any 1D replicator?
Re: Golly 3.0b2
This build also supports MAP rules with Hex or von Neumann neighborhoods:Andrew wrote:The 2nd beta version of Golly 3.0 is now available
Hexagonal neighborhoods have 7 cells (center plus 6 neighbors) which gives 128 (2^7) possible combinations of cells. These encode into 22 base64 characters.
Von Neumann neighborhoods have 5 cells (center plus 4 neighbors) which gives 32 (2^5) possible combinations of cells. These encode into 6 base 64 characters.
LifeViewer https://lazyslug.com/lifeviewer
Re: Golly 3.0b2
I'm still disappointed that we can't have APG-LTL yet because we can't make ruleTables
And time to edit all the files of my WIP collection...
And time to edit all the files of my WIP collection...
Re: Golly 3.0b2
Just ran into what looks like a leftover OpenGL problem on my old laptop, showing up on Larger than Life rules with a lot of states.Andrew wrote:The 2nd beta version of Golly 3.0 is now available
I've attached a few more screenshots to give a better sense of the problem. This is with the color gradient turned off in Preferences. With the gradient turned on, sometimes I get all-white cells for any state, or sometimes (on another run of Golly) I'll get a yellow or green color, with square or rectangular pixels shaded in odd ways. See ModernArtT32scale1-to-8.png in the ZIP attachment. Seems to be using the contents of some random memory buffer to draw the pixel.
I used to see this kind of thing for LifeHistory or other multistate rules. Now that algo seems to be fine, but Larger Than Life is still showing the same behavior.
The gradual fading in documented in the screenshots doesn't always happen. I just tried a run after looking at LifeHistory, and oddly enough the LifeHistory colors (green, blue, white, red, yellow, gray) were spread proportionally across all 255 ON states, replacing the yellow-to-red color gradient.
- Attachments
-
- ModernArtscreenshots.zip
- screenshots showing cell states fading gradually into visibility as the state number gets higher
- (418.09 KiB) Downloaded 282 times
Re: Golly 3.0b2
I'm having the same problem, in the attached picture.
Note that I upgraded my computer to support OpenGL again, but since dvgrn posted about having this same problem I believe it may be a separate issue.
Note that I upgraded my computer to support OpenGL again, but since dvgrn posted about having this same problem I believe it may be a separate issue.
- Attachments
-
- A 255-state LtL rule on the highest scale possible
- huh.png (60.09 KiB) Viewed 12890 times
Re: Golly 3.0b2
I'm a bit confused. Are you saying that LtL rendering was fine in 3.0b1 but not in 3.0b2? That seems very odd given that the rendering code barely changed (from memory -- I'll have to double check).dvgrn wrote:Just ran into what looks like a leftover OpenGL problem on my old laptop, showing up on Larger than Life rules with a lot of states.
Some more questions:
Do you see any rendering problems at scale 1:1?
From the screenshots it seems that rendering is ok at scale 1:4 and the problems only start at 1:8 and beyond?
If you remove the suffix (via Set Rule) from the rule used in ModernArt.mcl, does that fix the rendering problems?
Do the rendering problems only occur when the number of states is > 2?
Re: Golly 3.0b2
Can't tell you for sure -- I've tested Larger Than Life on several systems, and it's quite possible that I didn't look at ModernArt.mcl with 3.0b1.Andrew wrote:I'm a bit confused. Are you saying that LtL rendering was fine in 3.0b1 but not in 3.0b2? That seems very odd given that the rendering code barely changed (from memory -- I'll have to double check).dvgrn wrote:Just ran into what looks like a leftover OpenGL problem on my old laptop, showing up on Larger than Life rules with a lot of states.
No.Andrew wrote:Do you see any rendering problems at scale 1:1?
Correct. No visible problems at scale 1:4, 1:2, etc.Andrew wrote:From the screenshots it seems that rendering is ok at scale 1:4 and the problems only start at 1:8 and beyond?
I didn't see any trouble with the sample two-state patterns I looked at.Andrew wrote:Do the rendering problems only occur when the number of states is > 2?
I won't be back to my old laptop until tonight -- will check then.Andrew wrote:If you remove the suffix (via Set Rule) from the rule used in ModernArt.mcl, does that fix the rendering problems?
Re: Golly 3.0b2
I have a working theory for the rendering issue. Please let me know if you are seeing it without one of the conditions below:
- OpenGL 1.x
- multi state rule where zoom x states > maximum texture size
LifeViewer https://lazyslug.com/lifeviewer
Re: Golly 3.0b2
No difference with bounded vs. unbounded universes.Andrew wrote:If you remove the suffix (via Set Rule) from the rule used in ModernArt.mcl, does that fix the rendering problems?
This seems to be almost exactly right. I found that changing the ModernArt rule to 33 states or less seemed to fix all the display glitches. The glitches get to be kind of intermittent as the number of states goes below 40 -- sometimes everything looks good at first, then gets weird if you zoom in and out a lot. But they never quite go away at 1:32 scale until there are less than 34 states.rowett wrote:I have a working theory for the rendering issue. Please let me know if you are seeing it without one of the conditions below:Example: 40 state rule at 32x zoom with maximum texture size of 1024 would render badly but would work at 16x zoom and lower.
- OpenGL 1.x
- multi state rule where zoom x states > maximum texture size
The multiplication doesn't quite work out -- the transition ought to be at 32, not 33 -- but it sure looks like you're on the right track. Changing from 255 states to 127 made the problem disappear at 1:8 scale but it was still there at 1:16, for example.
If I modify your theory to exclude state 0 -- which might make sense, since state 0 never has an icon --
- multi state rule where zoom x nonzero states > maximum texture size
Re: Golly 3.0b2
The example patterns for Larger than Life are still on a torus. Is this intentional?
Help wanted: How can we accurately notate any 1D replicator?
Re: Golly 3.0b2
I just committed a potential fix. Please let me know if it helps.dvgrn wrote:Just ran into what looks like a leftover OpenGL problem on my old laptop, showing up on Larger than Life rules with a lot of states.
LifeViewer https://lazyslug.com/lifeviewer
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Golly 3.0b2
You can edit the suffixes out manually under "Set Rule" and re-save them if it bothers you.muzik wrote:The example patterns for Larger than Life are still on a torus. Is this intentional?
Re: Golly 3.0b2
That I know, it just feels like more of a remnant/thing missed out to me.BlinkerSpawn wrote:You can edit the suffixes out manually under "Set Rule" and re-save them if it bothers you.muzik wrote:The example patterns for Larger than Life are still on a torus. Is this intentional?
The newer additions to the folder don't have this limit either.
Help wanted: How can we accurately notate any 1D replicator?
Re: Golly 3.0b2
Unfortunately I won't be back to that laptop again for about a week now -- I'm traveling to upstate New York, where my rather rustic accommodations will not include amenities like electricity, let alone Internet access or cell phone service.rowett wrote:I just committed a potential fix. Please let me know if it helps.dvgrn wrote:Just ran into what looks like a leftover OpenGL problem on my old laptop, showing up on Larger than Life rules with a lot of states.
@drc, might you be able to test this if someone builds a new executable?
Re: Golly 3.0b2
I know the ability for Golly to simulate non-totalistic rules is old news, but can these be added to the respective folder? They seem to qualify as interesting enough:
Code: Select all
# Rule containing a set of small, extensible, adjustable-speed spaceships
# for any integer c/2n, n>1. Found by AbhpzTa.
# For more patterns in this rule see the thread:
# http://www.conwaylife.com/forums/viewtopic.php?f=11&t=3008
x = 20, y = 15, rule = B2c3ae4ai56c_S2-kn3-enq4
3bo5bo6bo2bo$2bob6o5bob3o$3bo5bo6bo2bo4$2bo6bo5bo3bo$bob7o4bob4o$2bo6b
o5bo3bo4$bo7bo4bo4bo$ob8o3bob5o$bo7bo4bo4bo!
Code: Select all
# Rule containing a set of small, extensible, adjustable-speed spaceships
# for any integer c/2n+1, n>1. Found by Aidan F. Pierce.
# For more patterns in this rule see the thread:
# http://www.conwaylife.com/forums/viewtopic.php?f=11&t=3007
x = 20, y = 17, rule = B2c3aj4nrt5i6c78_S1c23enr4aet5-iq67
2bo4b2o6bob2o$2b5o2bo5b2o2bo$2bo4b2o6bob2o5$bo5b2o5bo2b2o$b6o2bo4b3o2b
o$bo5b2o5bo2b2o5$o6b2o4bo3b2o$7o2bo3b4o2bo$o6b2o4bo3b2o!
Help wanted: How can we accurately notate any 1D replicator?
Re: Golly 3.0b2
What do you think of the unit-fraction spaceship stunt-flying pattern in the latest Golly beta?muzik wrote:I know the ability for Golly to simulate non-totalistic rules is old news, but can these be added to the respective folder? They seem to qualify as interesting enough...
Maybe that orthogonal-spaceships pattern could be updated to fill in the odd fractions with B2c3aj4nrt5i6c78_S1c23enr4aet5-iq67 spaceships, and then the comments from these two patterns could be added to the pattern info. I guess that would require a RainbowASOv1.4, though...?
Re: Golly 3.0b2
@drc: Please try this version (3.0b3) and let us know if it solves all your rendering problems:drc wrote:I'm having the same problem, ...
http://www.trevorrow.com/golly/golly-3. ... -64bit.zip
This is a Windows 64-bit build. Let me know if you need a 32-bit build.
Re: Golly 3.0b2
I can't just yet because my computer is broken, but I'll try asap
Re: Golly 3.0b2
Well I am working on a version that contains 2c/n spaceships as well (although the 2c/even ships are cheatishly filled in with perfect ships instead), so that rule could also be used. Only problem is that it removes all the odd perfect spaceships and replaces them with the newer adjustable odd speeds rule, but the colours could still be there if the 2c/n ships can be worked into it.dvgrn wrote:What do you think of the unit-fraction spaceship stunt-flying pattern in the latest Golly beta?muzik wrote:I know the ability for Golly to simulate non-totalistic rules is old news, but can these be added to the respective folder? They seem to qualify as interesting enough...
Maybe that orthogonal-spaceships pattern could be updated to fill in the odd fractions with B2c3aj4nrt5i6c78_S1c23enr4aet5-iq67 spaceships, and then the comments from these two patterns could be added to the pattern info. I guess that would require a RainbowASOv1.4, though...?
I don't see why the two adjustable rules shouldn't get a mention on their own, though - they stand out pretty well from most other non-totalistic rules.
Help wanted: How can we accurately notate any 1D replicator?
- gameoflifeboy
- Posts: 474
- Joined: January 15th, 2015, 2:08 am
Re: Golly 3.0b2
I just noticed that the survival (and presumably the same thing happens with the birth) conditions of Larger than Life rules are converted to the equivalent values modulo 2^32 between -2^31 and 2^31 - 1. This has some interesting consquences, such as how R1,C0,M0,S-4294967294..-4294967293,B3..3,NM is equivalent to Life. It also means that R1,C0,M0,S0..<some large number>,B3..3,NM is only valid if the large number is less than 2^31 mod 2^32.
Interestingly, R1,C0,M0,S0..2147483647,B3..3,NM still works, and doesn't auto-correct to R1,C0,M0,S0..8,B3..3,NM like it should.
Also, the default directory where custom rules get added is the main golly-3.0-b2 directory, instead of ~/.golly/rules like it should be.
Interestingly, R1,C0,M0,S0..2147483647,B3..3,NM still works, and doesn't auto-correct to R1,C0,M0,S0..8,B3..3,NM like it should.
Also, the default directory where custom rules get added is the main golly-3.0-b2 directory, instead of ~/.golly/rules like it should be.
Re: Golly 3.0b2
Yep, that's very confusing. The final 3.0 release will check that the S and B limits are from 0 to the neighborhood size: (2R+1)^2 for NM rules, or 2R(R+1)+1 for NN rules.gameoflifeboy wrote:I just noticed that the survival (and presumably the same thing happens with the birth) conditions of Larger than Life rules are converted to the equivalent values modulo 2^32 between -2^31 and 2^31 - 1. ...
I don't see any such problem on my Ubuntu 12 system so it must be yet another glitch in your version of Ubuntu. You should be able to set the path using Preferences > Control. If that's not possible due to the dialog bug on your Ubuntu then quit Golly and edit the user_rules path in GollyPrefs.Also, the default directory where custom rules get added is the main golly-3.0-b2 directory, instead of ~/.golly/rules like it should be.
-
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Golly 3.0b2
I know I've already asked this, but algorithms have changed since then. Could B and S conditions be added like B3..4,6..8,10, S2..6,7..9,11,13? This format would allow previously defined rules to still work, but allow more. This addition would allow more exploration of the LTL rulespace, and it would allow better tweaking of rules, so that interesting rules can be improved. I obviously am not asking for this anytime soon, but if it could be implemented in the future.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.