Also, if n is composite, you can get a further speedup. For example, if n = 15, you can replace the convolution by:
Code: Select all
***************
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*****
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*....*....*
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***************
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*****
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*....*....*
You answer my questions and I'll answer yours.calcyman wrote:How is the convolution step implemented?
Code: Select all
x = 24, y = 24, rule = R9,C0,M1,S30..180,B24..45,NN
2b4ob2o3b2obo$3b2o5bobo3bob3ob2o$b7o3bob2ob3ob4o$5b4obob2obobo2bo2bo$
2bob2o2bo2b3o2bobobo2bo$3b2obo3b2o2bob4ob3o$3o3b4ob2ob2o4b4o$b3o4b4o2b
ob2obo2b2o$bo4bo2b2o2bobobob3o$bo4b2ob2o3bo5bobo$obobo2b2o3bo2b3ob5o$b
5o2bobob2o4b2obobo$5b2obo3b3o2bo2b2obo$ob2o2b3ob2o2bo4b2obo$3o2b2ob3ob
2o4b4obo$5bobobo2bo2b3ob2o$b4o5bo2b3o3bobo$bob2o3bo2bob5obo3bo$bobob2o
3b2o2b4obobo$3b5ob4ob4obo3bo$3b2ob6o2bobo3bobo$bobo2bob2o2bo2bob2obo2b
o$b2o3bob4o2bob3obo2bo$2o2b2ob3o2bobobobo3bo!
Code: Select all
x = 105, y = 67, rule = R4,C4,M1,S34..35,B7..19,NN
30.C$30.CB$30.C2B$30.2CBA$30.2CBA$31.CBA$31.CB2A$31.CB2A$30.2C2BA$30.
2C2BA$30.2C2BA$31.CB2A$31.CB2A$31.CB2A$30.2C2BA$30.2C2BA$30.2C2BA$31.
CB2A$31.CB2A$31.CB2A$30.2C2BA$30.2C2BA$30.2C2BA$30.2CB2A$30.C2B2A$29.
2C2B2A$29.2C2B2A$29.2C2BA$30.CB2A$30.CB2A$30.CB2A$29.2C2BA$29.2C2BA
$29.2C2BA$29.2CB2A$29.C2B2A66.C$28.2C2B2A66.2C$28.2C2B2A65.2C2B$28.
2C2BA65.3C2BA$28.2CB2A65.2C3B2A$27.2C2B2A64.3C2B2A$27.2C2B2A63.3C2B
3A$26.2C3B2A62.3C3B2A$25.3C2B2A61.4C3B3A$25.2C3B2A60.4C3B3A$24.3C2B
2A59.4C4B3A$24.2C2B3A57.4C4B4A$23.2C3B2A57.4C4B4A$22.3C2B3A54.5C4B4A
$22.2C3B2A56.2C4B4A$21.3C2B2A58.4B4A$21.2C2B3A59.5A$20.2C3B2A61.2A$
19.3C2B3A$19.2C3B2A$18.3C2B2A$18.2C2B3A$17.2C3B2A$16.3C2B3A$14.4C3B
2A$12.4C4B2A$7.8C4B3A$11C6B4A$.2B3C9B4A$2.8B8A$3.11A$6.3A!
Code: Select all
x = 76, y = 17, rule = R4,C4,M1,S34..35,B7..19,NN
11.C4.C50.C$12.B3.CBA47.2C$11.2CA.2C2BA46.2CB$11.2CB.2C2BA44.3C2BA$
10.2C2B.2C2BA42.4C3B2A$8.4C2BAC2B2A26.4C3.2C3.7C3B2A$2C3.5C3B2A.CB2A
26.2B13C6B3A2.2C$.7C4B3A2.BA28.18B4A3.2CB$2.9B3A2.2CA29.5A2B3A2B7A4.
2C2B$3.2A2B6A3.2CB32.13A5.4C2BA$4.7A4.2C2B48.4C3B2A$13.4C2BA38.2C3.
7C3B3A$5.2C3.5C3B2A39.7C6B3A$6.7C4B3A40.10B4A$7.9B3A42.2A2B7A$8.2A2B
6A44.7A$9.7A!
Code: Select all
x = 49, y = 14, rule = R4,C4,M1,S34..35,B7..19,NN
2.C$2.2C$3.CBA38.C$3.CB2A37.CB$3.C2BA38.CBA$3.C2BA38.CBA$3.2CBA37.2C
2BA$3.2CBA37.2C2BA$3.C2B2A36.2CB2A$2.2C2B2A35.2C2B2A$.3C2BA35.2C3B2A
$3C2B2A37.2B2A$.3B3A38.2A$2.B3A!
Code: Select all
x = 18, y = 20, rule = R4,C4,M1,S34..35,B7..19,NN
.2A$3A2BA$.3B2C3B2A$.2B3C2.2CA3.C$.2A2C2.ACA2B.2A$.CAB2.A.C.2BA2C2B
$2C.B2.A2.B2C2AC2B$3.2B2A3.C2A2.CB$3.A2CA.3C2B2.2C$2.2A2CB.2C3BA.2C
$3.A3B.2C2B2A.CB$3.A3BA3B3A2.B$5.ACA.B3A2.CBA$5.2CA2.A3.2CBA$5.A.A5.
3C2B$5.2B8C2BA$6.2B3C5B2A$6.2A7B3A$9.8A$11.3A!
Here are some more; the first missing period is now 45. (Although it's not listed in your post, your collection includes a p44 oscillator.)bprentice wrote:Rule R3,C2,M1,S7..19,B12..23,NN supports a rich set of oscillators.
...
Oscillators with periods 2 thru 26 have now been found.
Code: Select all
x = 203, y = 92, rule = R3,C0,M1,S7..19,B12..23,NN
3o2b3o10b18o39b2o46b3o2b3o2b3o2bobo10b30o$2bo4bo10b19o38b4o46bo4bo4bo
2bobo10b14ob2ob2o2b10o$3o4bo10b7o2b6ob3o38b5o43b3o2b3o4bo2b3o11b32o$o
6bo10b20o19b3o2b3o10b6o42bo4bo6bo4bo11b5o2b26o$3o4bo10b20o19bo6bo10bob
5o41b3o2b3o4bo4bo12b15ob2o2b13o$57b3o2b3o10b8o71b31o$59bo2bo12b9o$57b
3o2b3o10b10o$75b11o$75b12o$3o2b3o11b19o37b12o$2bo2bobo10b22o83b3o2b3o
2bobo2b3o10b31o$3o2bobo10b12ob7ob3o83bo2bobo2bobo2bobo10b2o2b17ob11o$
2bo2bobo10b24o81b3o2b3o2b3o2b3o10bo2b23ob7o$3o2b3o10b24o81bo4bobo4bo4b
o10bo2b23ob8o$123b3o2b3o4bo2b3o10b2o2b17ob14o$57b3o2b3o11b18o57b35o$
57bo4bo12b21o$57b3o2b3o10b3ob19o$59bo2bobo10b23o$2b3o2bo11b20o18b3o2b
3o10b23o$4bo2bo10b4o2b16o$2b3o2bo10b4o2b16o83b3o2b3o2b3o2b3o10b30o$4bo
2bo10b4o2b16o83bo6bo2bobo2bobo10b32o$2b3o2bo10b22o83b3o2b3o2b3o2b3o10b
5o2b26o$125bo4bo4bo4bo10b5o2b27o$57b3o2b3o11b17o30b3o2b3o2b3o2b3o10b
31ob3o$57bo6bo10b20o56b34o$57b3o2b3o10b22o$57bobo2bo12b22o$19b5o33b3o
2b3o10b22o$3o2b3o11b7o$2bo2bobo10b10o$3o2b3o10b12o88b3o2b3o2b3o2b3o2b
3o12b45o$2bo2bobo10b14o88bo2bobo2bobo4bo2bo13b40o2b6o$3o2b3o10b13o87b
3o2b3o2bobo2b3o2b3o10b40o3b8o$18b13o26b3o2b3o11b19o25bo4bo2bobo2bo6bo
10b41ob9o$57bo4bobo10b5o2b15o21b3o2b3o2b3o2b3o2b3o10b51o$57b3o2b3o10b
24o$57bobo2bobo10b5o2b17o$57b3o2b3o10b24o2$3o2b3o11b19o$2bo2bobo10b21o
76b3o2b3o2b3o2b3o2b3o2bo12b45o$3o2b3o10b21o76bo4bo4bobo2bo6bo2bo11b22o
b8ob16o$2bo4bo10b20o77b3o2b3o2b3o2b3o2b3o2bo10b43o2b5o$3o2b3o10b20o19b
3o2b3o12b18o22bo2bobo2bobo4bo2bo4bo10b43ob7o$59bo4bo11b19o20b3o2b3o2b
3o2b3o2b3o2bo10b23ob8ob19o$59bo2b3o10b2o2b7ob8o56b51o$59bo4bo10b21o$
59bo2b3o11b19o2$2bobo2bo10b12o$2bobo2bo10b14o$2b3o2bo10b15o$4bo2bo10b
8ob7o$4bo2bo10b8o2b3ob3o43b2o$18b16o42b5o$59b3o2bo11b6o$59bobo2bo10b2o
b5o$59b3o2bo10bob7o$59bobo2bo10b10o$59b3o2bo10b11o$obo2b3o10b16o41b12o
$obo4bo10b2o7b9o39b13o$3o2b3o10bo9b10o37b12o$2bo4bo10bo9b10o$2bo2b3o
10b2o7b11o$18b20o3$57b3o2b3o12b19o$57bobo2bobo11b22o$57b3o2b3o10b20ob
4o$obo2b3o11b19o19bobo4bo10b21ob3o$obo4bo11b19o19b3o2b3o10b25o$3o4bo
10b20o$2bo4bo10b21o$2bo4bo11b19o3$75b12o$75b2ob9o$75bob4ob5o$57b3o2b3o
10b6o2b4o$57bobo2bobo10b6o2b4o$57b3o2b3o10b12o$59bo2bobo10b12o$57b3o2b
3o10b12o$75b5o2b5o$75b5o3b4o$75b12o!
A few more oscillators were found and the archive was updated but alas the forum post was not. The archive does contain a file 'periods' which is current.Dean Hickerson wrote:Although it's not listed in your post, your collection includes a p44 oscillator.
How are you finding these?Dean Hickerson wrote:Here's the slowest yet, an orthogonal spaceship with range 43:I wrote:Can anyone find anything slower? Or maybe a slow knightship?
Code: Select all
:ooo
I don't remember how I found the first one, back in 2002. For the others, I've just made minor changes to that rule (including rescaling as I mentioned here), and then tried random stuff. Most stuff either dies out or turns into an oscillator, but occasionally slow spaceships arise.drc wrote:How are you finding these?
Either way, you are a great guyDean Hickerson wrote:I don't remember how I found the first one, back in 2002. For the others, I've just made minor changes to that rule (including rescaling as I mentioned here), and then tried random stuff. Most stuff either dies out or turns into an oscillator, but occasionally slow spaceships arise.drc wrote:How are you finding these?
Code: Select all
x = 44, y = 7, rule = R2,C5,M0,S2..2,B3..4,NN
3.2A10.2A8.5A7.A2B3A$3A2B3A6.A2BA6.BC4BA6.A3C2BA$B6CB6.C2.C6.C4DBA7.A
2.2BA$B6DA21.2B9.B.CA$CD4.B22.BA11.CB$41.ACB$29.D12.2A!
Code: Select all
x = 78, y = 7, rule = R2,C4,M0,S2..2,B3..4,NN
15.2A17.4A15.5A13.A2B3A$.AB2A9.A2BA16.BACA14.BC4BA12.A3C2BA$BCBCA9.C
2.C17.2CA14.5CBA13.A2.2BA$C3.A31.BA19.2B15.B.CA$3.BA52.BA17.CB$75.ACB
$57.C18.2A!
Code: Select all
x = 25, y = 11, rule = R2,C6,M0,S3..4,B3..4,NN
.3A14.C2D$A3BA13.D2EC$A3BA13.D3EDA$EB.BE14.2ECB2A$.A.A15.DA3BA$20.2AB
$14.B.C4.2A$13.AC2DC$13.B2AD$13.A.ACB$14.ABA!
Code: Select all
x = 67, y = 9, rule = R2,C5,M0,S2..2,B3..5,NN
9.3A13.2A11.2A8.5A7.A2B3A$5.4A4B3A6.3A2B3A7.A2BA6.BC4BA6.A3C2BA$2.3AB
A6C4BA4.B6CB7.C2DC6.C4DBA7.AD.2BA$A5BC8DBCB4.A6DB22.2B4.D4.B.CA$BCB5D
7.D2C5.B4.DC22.BA4.D5.DCB$2CD.D11.CB46.ACB$BC50.D12.2A2$62.2D!
Code: Select all
x = -10, y = -20, rule = R5,C0,M1,S34..58,B34..45,NM
4b3o$3b7o$2bo2b6o$bo4b5o$2o5b4o$b2o4b4o$b4ob5o$b9o$2b7o$3b5o$4b3o22$
15b5o$14b7o$13b8o$13b4o2b2o$13b3o3b2o$13b4ob3o$14b6o$15b4o!
Code: Select all
x = 90, y = 43, rule = R5,C0,M1,S34..58,B34..45,NM
83b3o$82b5o$30b2o13b2o13b2o19b7o$28b6o9b6o9b6o16b4ob4o$27b8o7b8o7b8o
14b4o3b4o$26b5o2b3o5b5o2b3o5b5o2b3o13b3o5b3o$26b2o2bo3b2o5b2o2bo3b2o5b
2o2bo3b2o13b3o5b3o$26b2o3b2ob2o5b2o3b2ob2o5b2o3b2ob2o13b4o3b4o$26b3ob
6o5b3ob6o5b3ob6o14b4ob4o$27b8o7b8o7b8o16b7o$29b4o11b4o11b4o19b5o$30b2o
13b2o13b2o21b3o6$4b3o$3b6o$2b9o$b2o3b6o$bo5b5o$2o6b4o$bo5b5o$b2o3b6o$
2b9o$3b6o$4b3o6$30b2o13b2o13b2o$29b4o11b4o11b4o$27b8o7b8o7b8o$26b3ob6o
5b3ob6o5b3ob6o$26b2o3b2ob2o5b2o3b2ob2o5b2o3b2ob2o$26b2o2bo3b2o5b2o2bo
3b2o5b2o2bo3b2o$26b5o2b3o5b5o2b3o5b5o2b3o$27b8o7b8o7b8o$28b6o9b6o9b6o$
30b2o13b2o13b2o!
Here's one:Saka wrote:Also, who can find the first bug in Bugs Range 50? (Convert using my script/Dean Hickerson's algorithm)
Code: Select all
#C Symmetric spaceship that moves southeast with speed 3000/929 ~ 3.229
x = 92, y = 92, rule = R50,C0,M1,S2866..4890,B2866..3794,NM
36b14o$33b20o$31b24o$29b28o$27b32o$25b36o$24b38o$22b42o$21b45o$19b48o$
18b51o$17b53o$16b56o$15b59o$14b17o2b42o$13b17o4b43o$12b16o7b43o$11b16o
8b45o$10b16o10b45o$9b15o14b44o$9b14o16b44o$8b14o19b43o$7b14o21b43o$7b
13o23b43o$6b13o26b42o$5b14o27b41o$5b13o29b41o$4b13o31b41o$4b12o33b40o$
3b13o34b40o$3b12o36b39o$2b12o38b38o$2b12o38b39o$b14o38b38o$b15o38b37o$
b17o37b37o$19o36b37o$19o37b36o$20o36b36o$21o35b36o$21o35b36o$22o34b36o
$23o33b36o$24o32b36o$24o32b36o$25o31b36o$26o30b36o$27o29b36o$28o28b36o
$29o26b37o$b29o24b38o$b30o23b37o$b32o20b38o$2b32o18b39o$2b33o15b40o$3b
34o12b41o$3b86o$4b85o$4b84o$5b83o$5b82o$6b80o$7b78o$7b77o$8b75o$8b74o$
9b71o$10b69o$10b68o$11b66o$12b64o$12b63o$13b61o$13b60o$14b58o$15b56o$
15b55o$16b53o$17b51o$17b50o$18b48o$19b47o$20b45o$21b43o$22b41o$23b39o$
24b37o$26b34o$27b31o$29b27o$32b22o$35b16o!
It's shockingly similar to this bug I found in Bugs Range 15, another rule which is similarly empty.Dean Hickerson wrote:Here's one:Saka wrote:Also, who can find the first bug in Bugs Range 50? (Convert using my script/Dean Hickerson's algorithm)Code: Select all
Cutie
Code: Select all
x = 29, y = 29, rule = R15,C0,M1,S269..461,B270..357,NM
11b9o$10b11o$9b13o$8b15o$7b17o$6b19o$5b20o$4b22o$3b23o$2b25o$b26o$13o
5b10o$12o7b9o$11o9b9o$11o9b9o$11o10b8o$11o12b6o$11o13b5o$12o13b3o$13o
11b4o$b14o8b4o$2b14o7b4o$3b13o6b4o$4b13o3b5o$5b13ob5o$7b16o$9b13o$11b
9o$13b5o!
Why does that code show a hollowed out box in Viewer?Dean Hickerson wrote:Code: Select all
Large code
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
The grid size is too big. And also, please snip out the really big posts.Gamedziner wrote:
Why does that code show a hollowed out box in Viewer?
Code: Select all
x = 161, y = 67, rule = R3,C9,M0,S6..8,B6..7,NM
127.A$124.A5.2A$124.AB2.2B2.A$123.2A4.2B.A$122.3A4B.B.A$122.2AC2.4B.A
5.H$122.C2A.2DB2E.A4.H$124.A2D2.B2G5.H$124.2DA.FGF3H4.G$123.3D.4F6.G$
123.4DFDF.4H.EH$125.ED2FGF5HEF$122.C3.E2C.G5FG$124.C2.CE.G3F2.G$129.E
3.FG$133.F2.E36$2.E2.F140.E2.F$4.GF3.E138.GF3.E$2.G2.3FG.EC2.C131.G2.
3FG.EC2.C$2.G5FG.2CE3.C129.G5FG.2CE3.C$.FE5HFG2FDE131.FE5HFG2FDE$.HE.
4H.FDF4D129.HE.4H.FDF4D$.G6.4F.3D129.G6.4F.3D$G4.3HFGF.A2D129.G4.3HFG
F.A2D$.H5.2GB2.2DA130.H5.2GB2.2DA$.H4.A.2EB2D.2AC128.H4.A.2EB2D.2AC$H
5.A.4B2.C2A127.H5.A.4B2.C2A$6.A.B.4B3A133.A.B.4B3A$6.A.2B4.2A134.A.2B
4.2A$6.A2.2B2.BA135.A2.2B2.BA$7.2A5.A136.2A5.A$11.A143.A!
Code: Select all
x = 239, y = 43, rule = R3,C8,M0,S1..1,B6..7,NM
4.4A92.4A21.A2.3A16.2A23.3A28.2A26.3A$3.A2B2.A89.2A4.2A19.A2.3A15.A2.
2A20.3B2A26.A3.2A22.2B2.3A$4.3B2.A87.2A.4B.2A17.BA.3B.A13.4B.2A18.3C
2B.A24.3B3.2A20.BA2.2B3A$3.4CB2.A86.A2B4.2BA17.BA.3B.A13.2C2.2B2A16.
3D2C.B.A22.2C2.3B2A18.A3C3.2B.A$2.C2D2BCB2.A85.2B.4C.2B16.C.A3C.B.A
11.CBA2C.2BA15.3E2D.C.B2A20.C.A.2C3BA18.2DBA3C2B$3.3D2BCB2.A84.B2C4.
2CB16.C.A3C.B.A10.4D.2C.BA14.3F2E.D.C2BA19.3DA2.2C.B.A16.DC.B2D3CB2.A
$2.4ED2BCB2.A83.2C.4D.2C12.B2.DC.3D.C.BA10.2EB.2D2C.BA12.3G2F.E.D2CBA
18.2E2A3D2C3.A14.B3E.B.2D.C.B.A$.E2F2DED.BCB2.A82.C2D4.2DC8.2A2B3.DC.
3D.C.B10.EDC2E.2DC2A15.2G.F.E2DCB18.E.C.2E3DC2.BA14.2FD.3E2D3ABA$2.3F
2DED.BCB2.A81.2D.4E.2D8.AB2A2CE2C3E.D.CB9.4F.2E.DC19.G.F2EDC18.3FC2.
2E.DAC.B14.F2.D2F3EDA.CB$.4GF2DED.BCB2.A80.D2E4.2ED8.AB2A2CE2C3E.D.C
10.2GB.2F2EBDCB18.G2FED18.2G2C3F2E2.ACB14.3G2D.2F.EBD.C$G2.2FGF.DED.B
CB2.A79.2E.4F.2E7.2B2C2DFE.3F.E.DC9.GFE2G.2FE2C20.2GFE18.G.E.2G3FE2BD
C17.E3G2F3.DC$4.2FGF.DED.BCB2.A78.E2F4.2FE9.2C2DFE.3F.E.D14.2G.FE23.G
F21.E2.2G.FBE.D15.GF3.3GFACED$5.2FGF.DED.BCB2.A77.2F.4G.2F8.C2.DGCE3G
.F.ED15.2GDFED21.G20.2E3.2G2.BED13.G3.C5.GDFDE$7.FGF.DED.BCB2.A76.F2G
4.2GF8.C2.DGCE3G.F.E11.G5.G2E43.G6.G2DFE17.G5.3EFE$8.FGF.DED.BCB2.A
75.2G6.2G7.AD2C.G5.G.FE17.G45.G6.DG.F26.GF$9.FGF.DED.BCB2.A74.G8.G8.D
.A.G5.G.F11.F5.F.GF41.2G7.DGF26.FGD$10.FGF.DED.BCB2.A91.2G.2G6.GF17.
2G50.2F.G23.3G.G$11.FGF.DED.BCB2.A90.2G.2G6.G69.F27.G$12.FGF.DED.BCB
2.A100.G69.F30.E$13.FGF.DED.BCB2.A$14.FGF.DED.BCB2.A193.F$15.FGF.DED.
BCB2.A$16.FGF.DED.BCB2.A$17.FGF.DED.BCB2.A$18.FGF.DED.BCB2.A$19.FGF.D
ED.BCB2.A$20.FGF.DED.BCB2.A$21.FGF.DED.BCB2.A$22.FGF.DED.BCB2.A$23.FG
F.DED.BCB2.A$24.FGF.DED.BCB2.A$25.FGF.DED.BCB2.A$26.FGF.DED.BCB2.A$
27.FGF.DED.BCB2.A$28.FGF.DED.BCB2.A$29.FGF.DED.BCB2.A$30.FGF.DED.BCB$
31.FGF.DED.BCB$32.FGF.DED.BCB$33.FGF.DED.BC$34.FGF.DED.B$35.FGF.DED$
36.FGF.DED!
Code: Select all
x = 12, y = 11, rule = R10,C3,M1,S47..177,B7..7,NN
4.A2.A$4.2A.A$3.3A.2A$2.3A.A.2A$.3A.3A.2A$9A.2A$2A.7A.A$A.A.4A.2A$5.
5A$6.3A$7.A!
Code: Select all
x = 8, y = 8, rule = R10,C5,M1,S29..87,B10..10,NN
5.A$4.3A$3.A.3A$2.3A.2A$.6A$6A$.4A$3.A!
Code: Select all
x = 6, y = 6, rule = R5,C3,M0,S0..0,B18..18,NM
6A$6A$6A$6B$6B$6B!
Code: Select all
x = 6, y = 6, rule = R5,C3,M0,S0..0,B18..18,NM
6A$6A$6A$6B$6B$6B!
Code: Select all
x = 8, y = 8, rule = R7,C3,M0,S0..0,B32..32,NM
8A$8A$8A$8A$8B$8B$8B$8B!
Code: Select all
x = 50, y = 50, rule = R49,C3,M0,S0..0,B1250..1250,NM
50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$50A$
50A$50A$50A$50A$50A$50A$50A$50A$50B$50B$50B$50B$50B$50B$50B$50B$50B$
50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B$50B!
One of HashLife's basic assumptions is that information can't travel faster than c. 2^(N+1)-by-2^(N+1) tiles are run 2^(N-1) ticks into the future, and the 2^N-by-2^N centers are stored and re-used without recalculating them, whenever the same large hashtiles show up again. This works only because it's impossible for anything outside of the large tile to affect the center area in that amount of time.muzik wrote:Why does it run so slow anyway? Can't you make larger than life run on hashlife instead somehow?
Code: Select all
x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!
Unrelated to LtL, but-- this is a very good description of how HashLife fundamentally works, so I pilfered it for the HashLife article on the wiki. Hope that's OK!dvgrn wrote:One of HashLife's basic assumptions is that information can't travel faster than c. 2^(N+1)-by-2^(N+1) tiles are run 2^(N-1) ticks into the future, and the 2^N-by-2^N centers are stored and re-used without recalculating them, whenever the same large hashtiles show up again. This works only because it's impossible for anything outside of the large tile to affect the center area in that amount of time.