Search found 125 matches

by ssaamm
August 12th, 2010, 10:17 am
Forum: Other Cellular Automata
Topic: signal wireworld
Replies: 10
Views: 7453

Re: signal wireworld

So you're saying I could make a wireworld capable of modifying the very wires it goes on? That would be fun to make! And if I do it right, it could allow for potentially infinite computation! I'll set to working on a construction standard. Also, I think that someone should database all the known use...
by ssaamm
August 11th, 2010, 9:31 pm
Forum: Other Cellular Automata
Topic: signal wireworld
Replies: 10
Views: 7453

Re: signal wireworld

I wasn't aware of crossovers in regular wireworld. What would be considered useful in a new kind of wireworld? Oh, also, Here is an insanely simple crossover (tiled 4x): x = 21, y = 15, rule = sigww 6.C8.C$5.EC7.EC$6.C8.C$6.C.C3.C2.C3.E$6C.8C.5C$.E.C.C4.E3.C2.C$6.C8.C $5.EC7.EC$6.C8.C$6.C.C3.C2.C3.E...
by ssaamm
August 11th, 2010, 10:56 am
Forum: Other Cellular Automata
Topic: signal wireworld
Replies: 10
Views: 7453

signal wireworld

This is like wireworld, but it allows for much more complicated things, including crossovers. # sigww # signal wireworld # There are 2 kinds of signals, blue and pink. # The pink signal occurs when two blue signals collide. # The blue signal occurs when two pink signals collide. # Only the blue sign...
by ssaamm
July 30th, 2010, 6:24 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

New stuff

With some effort, I found some natural objects:

Code: Select all

x = 47, y = 12, rule = B017/S01
17b2o$27b2o$16bo2bo2b2o16b2o$b2o3b2o18bobo6b2o$15bo8bo16bo3b2o$o2bobo
2bo7bobobobo12bo$15bo3bo3bo20bo$b2o3b2o$4bo41bo$22b2o$21b3o$3bobo15b3o
!
All of these came from a random start.
by ssaamm
July 23rd, 2010, 11:15 am
Forum: Other Cellular Automata
Topic: Golly rules - alternate games - please help!
Replies: 9
Views: 7262

Re: Golly rules - alternate games - please help!

part 2: When you use symmetries, things get complicated, because just putting in 2 cells will only count for 2 adjacent cells, not a total of 2, so you have to go through all positions like so: 0- 0,0,0,0,0,0,0,0,0,2 1- 0,1,0,0,0,0,0,0,0,2 2- 0,1,1,0,0,0,0,0,0,2 0,1,0,1,0,0,0,0,0,2 0,1,0,0,1,0,0,0,0...
by ssaamm
July 23rd, 2010, 11:03 am
Forum: Other Cellular Automata
Topic: Golly rules - alternate games - please help!
Replies: 9
Views: 7262

Re: Golly rules - alternate games - please help!

The rule table works by defining situations: 0,1,0,0,0,0,0,0,1 Is not a very human looking thing, but think of it this way: .___________ |...|...|...| |_0_|_1_|_0_|.....___ |...|...|...|.-->| | |_0_|_0_|_0_|....|_1_| |...|...|...| |_0_|_0_|_0_| In the above situation, if a cell that is a 0 has 0's a...
by ssaamm
July 23rd, 2010, 10:53 am
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

Unfortunately, though, then the inverted patterns would always look like the odd generations, while the regular would be even. Inverted patterns have almost no use, but It would still make editing them very difficult.
by ssaamm
July 22nd, 2010, 6:37 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

I've managed, after a lot of effort, a true breeder with quadratic growth: x = 374, y = 334, rule = B017/S01 192bo54bo51bo$24bo23bo23bo23bo23bo23bo23bo21b3obo50bob3o21bo25bobo$2bo 19b3obo7bo11b3obo7bo11b3obo7bo11b3obo7bo11b3obo7bo11b3obo7bo11b3obo7bo 13bobo50bobo13bo7bob3o11bo11bobo$obobo5bobo11bob...
by ssaamm
July 22nd, 2010, 1:34 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

An in-progress 90 degree reflector: x = 24, y = 12, rule = B017/S01 9b2o$9b2o$14b2o$14b2o6b2o$22b2o$o$2bo$2bo$o2$9b2o$9b2o! If there is any kind of glider diode I could use, that would be great. super simple, dense rake: x = 13, y = 85, rule = B017/S01 5b2o2$4bobo3$2o$5bobo$obo$4bo2bo3b2o2$5b2o3bo2$...
by ssaamm
July 20th, 2010, 8:39 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

actually, the bottom one can be extended by bringing the rocks farther apart. Some distances don't work, but 4 and 8+ all work.
Adding an extra rock makes it one way, obviously, but I like the reflector it makes:

Code: Select all

x = 21, y = 7, rule = B017/S01
6b2o9b2o$6b2o9b2o2$2o18bo$2o16bo$18bo$20bo!
by ssaamm
July 20th, 2010, 6:58 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

full Sierpinski breeder: x = 42, y = 30, rule = B017/S01 6bo$4bo$4bo$6bo$11bobo$2bo5bo$o5bo3bob2o$obo$6bobobo17bobo$18bo10bo$ 12bo5bo2bo4bo$29bo$14bo13bobo14$41bo$39bo$39bo$41bo! I got it from this arbitrary combo I made: x = 11, y = 9, rule = B017/S01 6bo$4bo$4bo$6bo2$2bo5bo$o5bo3bo$obo$6bobobo! I ...
by ssaamm
July 19th, 2010, 8:49 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

Re: B017/S01

Ships galore! blinker puffer: x = 49, y = 10, rule = B017/S01 2o40b2o$2o40b2o2$47b2o$44bob3o$44bob3o$47b2o2$2o40b2o$2o40b2o! oblong sawtooth: x = 2, y = 6, rule = B017/S01 o$o3$bo$bo! slug: (glob puffer) x = 19, y = 31, rule = B017/S01 16bo$14bob3o$14bobo$16bo3$15b2o$6bobo$obo3bobobo3b4o$obobobobobo...
by ssaamm
July 15th, 2010, 9:11 pm
Forum: Other Cellular Automata
Topic: B017/S01
Replies: 79
Views: 45843

B017/S01

I just had to make a topic about this one. Circle of life is much like this one, but I wanted to see what comes out of this. Here are a few very common natural things: x = 25, y = 19, rule = B017/S01 8b2o5b2o6b2o2$7bo2bo6bo4bo2$24bo2$23bo11$o$o! An alternating rake: x = 66, y = 45, rule = B017/S01 1...
by ssaamm
July 15th, 2010, 10:31 am
Forum: Other Cellular Automata
Topic: My CA - Circle of Life
Replies: 47
Views: 24931

Re: My CA - Circle of Life

Alright, I know this is crazy sounding, but this ca is very, very similar to B017/S01. Look at this: x = 3, y = 9, rule = B017/S01 bo$bo4$o$2bo$2bo$o! The only issue is that most other patterns don't work, so I think that there is either another condition we have to add, or this rule only works how ...
by ssaamm
July 14th, 2010, 1:57 pm
Forum: General Discussion
Topic: specialized compression
Replies: 2
Views: 2518

specialized compression

Is there some kind of compression for gigantic things that's based on where different objects are, e.g., in this order: object type x y generation (period) xflip yflip rotation Instead of storing the cells themselves? It would be really useful to have something like this, for much faster, smaller do...
by ssaamm
July 3rd, 2010, 7:41 pm
Forum: Website Discussion
Topic: Blue Horizontal Bar
Replies: 2
Views: 4378

Re: Blue Horizontal Bar

strange... Probably some incompatibility, but I don't see any code used on these pages that would trigger that problem. I'm not an expert, but for starters, I would push ctrl + or ctrl - to re-render the page at a different size. You could then try looking at the page in windowed mode, in case the r...
by ssaamm
July 2nd, 2010, 9:56 am
Forum: Other Cellular Automata
Topic: My CA - Circle of Life
Replies: 47
Views: 24931

Re: My CA - Circle of Life

put it in a .table file (just make a txt and change the extension) and put that into the rules folder.
by ssaamm
July 1st, 2010, 12:30 pm
Forum: General Discussion
Topic: What I'd like to see in Golly
Replies: 71
Views: 53004

Re: What I'd like to see in Golly

Oh yeah, one thing I'm confused about is, can't you already simulate a hexagonal neighborhood in a Moore neighborhood? Like so: .....___ .___/...\___ /...\_1_/...\ \_6_/...\_2_/ /...\___/...\ \_5_/...\_3_/ ....\_4_/ ._______ |...|...| |_1_|_2_|___ |...|...|...| |_6_|___|_3_| ....|...|...| ....|_5_|_...
by ssaamm
June 29th, 2010, 11:59 am
Forum: Patterns
Topic: Thread For Your Accidental Discoveries
Replies: 2053
Views: 1416482

Re: Thread For Your Accidental Discoveries

Double whoops!
The second one is an error on my part, and the first was supposed to be this one:

Code: Select all

x = 4, y = 5, rule = B3/S23
b2o$o2bo$o$b3o$3bo!
by ssaamm
June 28th, 2010, 6:44 pm
Forum: Patterns
Topic: Thread For Your Accidental Discoveries
Replies: 2053
Views: 1416482

Re: Thread For Your Accidental Discoveries

A 2565 generation, 4x5 methuselah:

Code: Select all

x = 4, y = 4, rule = B3/S23
2bo$bobo$2obo$2bo!
A 1115 generation, 4x4 methuselah:

Code: Select all

x = 4, y = 4, rule = B3/S23
b2o$o2bo$b2o$bo!
by ssaamm
June 28th, 2010, 1:19 pm
Forum: General Discussion
Topic: Rube goldberg competition
Replies: 6
Views: 4260

Re: Rube goldberg competition

This is an all-block Rube Goldberg that is really chaotic. One glider goes in, one comes out. x = 265, y = 291, rule = B3/S23 111b2o$111b2o13$86b2o$86b2o2$86b2o$86b2o8b2o$96b2o$86b2o$86b2o2$86b2o$ 86b2o10$203b2o$203b2o13$210b2o$210b2o2$192bo$190b2o$191b2o8$117b2o$ 117b2o2$117b2o$117b2o2$117b2o$117b2...
by ssaamm
June 27th, 2010, 5:34 pm
Forum: Patterns
Topic: Thread For Your Accidental Discoveries
Replies: 2053
Views: 1416482

Re: Thread For Your Accidental Discoveries

Here's a 7x7 methuselah that lasts for 3365 (maybe 3366) generations: x = 7, y = 7, rule = B3/S23 2bo$bo2bo$o3bo$o4bo$bo3bo$bo2bo$3bo2bo! Remove the one pixel over in the lower right (now 6x7), and you'll get a different one that lasts for about 950 (give or take 30) generations: x = 7, y = 7, rule ...
by ssaamm
June 27th, 2010, 3:10 pm
Forum: Other Cellular Automata
Topic: My CA - Circle of Life
Replies: 47
Views: 24931

Re: My CA - Circle of Life

I found some unnecessary things in the rule table, and got rid of them to make it work better. #Circle of Life, a Cellular Atomaton by Ben Cluck (Batmanifestdestiny) # 4-state, 9-neighbor CA for life of a typical animal #Format: C,N,NE,E,SE,S,SW,W,NW,C' # n_states:4 neighborhood:Moore symmetries:rot...
by ssaamm
June 27th, 2010, 2:11 pm
Forum: Other Cellular Automata
Topic: My CA - Circle of Life
Replies: 47
Views: 24931

Re: My CA - Circle of Life

interesting rake: x = 48, y = 11, rule = circleoflife 31.B.B3.B.B$41.B$3.B.B9.B.B11.B17.B$.B5.B7.B.B23.B.B$.B.B.B.B27.B$37. B.B$31.B$B.B19.B10.B8.B$B.B3.B.B15.B$8.B5.B5.B3.B17.B$6.B! I think it's the first diagonal one yet. For some reason it reminds me of a swimming animal Here's what it came from:...
by ssaamm
June 26th, 2010, 11:53 am
Forum: Other Cellular Automata
Topic: Fun with Oscillators in HPP-Gas
Replies: 19
Views: 15276

Re: Fun with Oscillators in HPP-Gas

Here's something: A few guns that shoot at 1/0, 1/1, 1/4, 1/8, 2/2, 4/2 x = 47, y = 8, rule = HPP 17.PpH$16.P.pIpH8.P$6.pH4.pH6.pH6.P3.2pH5.pH7.pH$pHpIpH2.pHpI2pH.pHpI pH3.pH.pH5.pHpI2pH.pHpIpH3.pHpI.P4.pHpI.P$.pH3.P6.P3.pH4.P2.P6.P4.2pH 6.pH$6.P.2pH.P6.pH.pH4.P.2pH.P14.P$16.P.pIpH$17.PpH! I'd like ...