Is it possible to implement Cell machine into Golly with these constraints? If so, can I have the rule table?
1) For every step in Cell Machine, it takes 2 steps in Golly.
2) Generators cannot duplicate themselves if there is another in front of it.
Making of Cell Machine by Sam Hogan:
https://www.youtube.com/watch?v=N-BbgqOjIqk
Implementation of Cell Machine into Golly
- creeperman7002
- Posts: 301
- Joined: December 4th, 2018, 11:52 pm
Implementation of Cell Machine into Golly
B2n3-jn/S1c23-y is an interesting rule. It has a replicator, a fake glider, an OMOS and SMOS, a wide variety of oscillators, and some signals. Also this rule is omniperiodic.
viewtopic.php?f=11&t=4856
viewtopic.php?f=11&t=4856
Re: Implementation of Cell Machine into Golly
This topic was briefly discussed in the Discord.
I don't think we can have a genuine implementation because of pushing. We'd need to send a signal through the blocks and bounce it back to the pusher.
Perhaps with some weird hack (send a signal through the entire board once pushing has been processed, or something?) we could emulate it.
I don't think we can have a genuine implementation because of pushing. We'd need to send a signal through the blocks and bounce it back to the pusher.
Perhaps with some weird hack (send a signal through the entire board once pushing has been processed, or something?) we could emulate it.
- creeperman7002
- Posts: 301
- Joined: December 4th, 2018, 11:52 pm
Re: Implementation of Cell Machine into Golly
I think I have a workaround for the pushing issue:Saka wrote: ↑August 5th, 2020, 9:30 amThis topic was briefly discussed in the Discord.
I don't think we can have a genuine implementation because of pushing. We'd need to send a signal through the blocks and bounce it back to the pusher.
Perhaps with some weird hack (send a signal through the entire board once pushing has been processed, or something?) we could emulate it.
1) The mover cell spawns a detect cell in the front. It checks if there is anything in the way.
2) If there isn't any objects in the way, then the detect cell becomes the mover, using the Von Neumann neighborhood.
If there are objects (e.g. a push cell) in the way, then the detect cell still becomes the mover, but the cell in front will become a push cell.
A similar process could be applied to generator cells duplicating cells behind it to the front.
B2n3-jn/S1c23-y is an interesting rule. It has a replicator, a fake glider, an OMOS and SMOS, a wide variety of oscillators, and some signals. Also this rule is omniperiodic.
viewtopic.php?f=11&t=4856
viewtopic.php?f=11&t=4856
- gameoflifemaniac
- Posts: 1242
- Joined: January 22nd, 2017, 11:17 am
- Location: There too
Re: Implementation of Cell Machine into Golly
Hey, I was talking about it a few weeks ago. Has anyone seen my post?
After reading this topic a bit, I realized that my concept was similar to what Saka came up with. Kind of a hack, yeah.
Btw, I was also thinking about how we could avoid those restrictions creeperman was talking about. But idk how to explain it tbh.gameoflifemaniac wrote: ↑July 23rd, 2020, 3:17 pmhttps://samhogan.itch.io/cell-machine
https://www.youtube.com/watch?v=N-BbgqOjIqk
Look at this video game Sam Hogan made. It's a zero-player game (sorta), and it's heavily inspired by cellular automata. It can't really be simulated in Golly, but is it possible to make a rule table emulating it?
After reading this topic a bit, I realized that my concept was similar to what Saka came up with. Kind of a hack, yeah.
I was so socially awkward in the past and it will haunt me for the rest of my life.
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