○ A Bouncer which approaches to lightspeed but can't reach.
Here is 3 State INT Rule with FASTEST small adjustable ships.
Sadly, This is not 2 State INT Rule. But, I there is some possibility for 2 State rule.
Approaches to lightspeed but can't reach it.
2n/(2+2n), n >= 2
Code: Select all
x = 10, y = 50, rule = SAS00
B2AB$4B6$8.AB$B8AB$9B6$7.AB$B7AB$8B6$6.AB$B6AB$7B6$5.AB$B5AB$6B6$4.AB
$B4AB$5B6$3.AB$B3AB$4B!
@RULE SAS00
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={0,1,2}
# Format: C,N,NE,E,SE,S,SW,W,NW,C'
0,0,0,0,1,2,0,0,0,2
2,0,0,1,2,2,0,0,0,2
0,0,0,0,1,1,2,0,0,1
1,0,0,1,2,2,2,2,0,2
0,0,0,1,0,1,1,0,0,1
1,0,1,0,2,2,2,1,0,2
1,0,0,1,2,0,1,0,0,1
0,1,1,2,0,2,2,1,0,2
0,0,0,0,1,1,1,0,0,1
2,1,1,2,0,0,2,0,1,2
1,0,0,1,2,2,2,1,0,2
1,0,0,2,2,2,0,1,0,1
2,1,2,2,0,0,2,0,1,2
2,0,0,0,0,2,1,1,0,2
2,2,0,0,0,0,2,1,1,2
0,2,0,0,0,0,0,2,1,2
1,0,1,1,2,2,2,1,0,2
0,0,0,1,1,1,1,0,0,1
1,0,0,2,2,1,1,0,0,1
1,0,2,2,2,0,2,1,0,1
0,1,2,2,2,2,0,2,1,2
2,2,0,0,0,2,0,1,0,2
2,2,0,0,0,2,2,0,1,2
0,0,0,0,2,1,0,1,0,1
1,0,0,2,2,2,2,0,1,2
a,b,c,d,e,f,g,h,i,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 0
A few years ago, Someone discovered
(2,6)c/6 spaceship. And, The alternative 1D rule that supports (2,6)c/6 tachyon also can have (0,2)c/2 spaceship.
According to
this post, If there is 1D diehard reaction on front line of pattern's edge, (n-1)c/n is possible. And, There is 1D adjustable diehard in that rule. (Look closer front line of below pattern. You can see all cell in front line dies at gen 44.)
Code: Select all
x = 21, y = 1, rule = B01e2ce3-aeqr4ejknrz5enqry6-ei7e8/S1e2ack3ejkqy4-ackq5-any6-ai7e
2o14bob3o!
So, It means there are some possibilities to the near-lightspeed SAS in 2 state B0 rulespace. But, I can't even trying to search both (0,2)c/2 and (2,6)c/6 because of my LLS is still can't find any tachyons.
※ Bouncer : Can SAS break the speed limit of 1 < (|x| + |y|)/P <= 1.5?? Use c2d and 3c4d wave as traveling media?
c2d wave ship with 2c2o signal on it : No Example yet
2c4d wave ship with (1,3)c/4 signal on it : No Example yet
2c4d wave ship with 2c2o signal on it : No Example yet
2c4d wave ship with 4c4o signal on it : No Example yet
3c4d wave ship with (2,4)c/4 signal on it : No Example yet
○ The Multispeed Design : By switching the speed.
The traditional Bouncer shifts outside spaceship for every collision. And, I came up with new idea switching outside spaceship's property instead of shifting it's place. Then I discovered
all orthogonal speed under c2o,
all diagonal speed under c3o And all B0 diagonal speed under c2d.
※ All diagonal speed under 3c4d project
Close call. 3c4d wick head, 3c4d wick tail and 4c4d signal exist. But....
Code: Select all
x = 41, y = 41, rule = B012ekn3-eijr4aqrw5jk6aci7c/S01c2-c3ciq4jknwy5acekq6-an7
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbooobbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbooobbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbobbbobbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbboobobbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbooobobbobbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbobbboooobbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbooooobbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbooooooobbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbooooooobooobbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbooooooobbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbooooooobbbobbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbooooooobbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbboooobobbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbooboobbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbooobbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb$
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb!
What if (1,2)c/2 glide-sym head, (1,2)c/2 glide-sym tail or 2c2d signal??
○ The Multispeed Design : Perpendicular version
I updated my multispeed design. The orbit of signal from original design is same as The orbit of wick-ship. But, Perpendicular design is not.
It's like The traditional Bouncer design. But, You can adjust "cell shift" too.
Code: Select all
# c3o Perpendicular Multispeed design
x = 216, y = 55, rule = B2cin3aenry4-aciz5-aekq6-en7e8/S02ek3-iqry4-ejny5ar6aek7e8
obo5bobo54bobo4bobo55bobo3bobo56bobo2bobo$obo7bo54bobo6bo55bobo5bo56bo
bo4bo$3o5b3o54b3o4b3o55b3o3b3o56b3o2b3o2$12b3o2b3o56b3o2b3o56b3o2b3o
56b3o2b3o$12bo4bobo56bo4bobo56bo4bobo56bo4bobo$12bobo2bobo56bobo2bobo
56bobo2bobo56bobo2bobo18$obo5bobo54bobo4bobo55bobo3bobo56bobo2bobo$obo
7bo54bobo6bo55bobo5bo56bobo4bo$3o5b3o54b3o4b3o55b3o3b3o56b3o2b3o4$14b
3o2b3o56b3o2b3o56b3o2b3o56b3o2b3o$14bo4bobo56bo4bobo56bo4bobo56bo4bobo
$14bobo2bobo56bobo2bobo56bobo2bobo56bobo2bobo12$obo5bobo54bobo4bobo55b
obo3bobo56bobo2bobo$obo7bo54bobo6bo55bobo5bo56bobo4bo$3o5b3o54b3o4b3o
55b3o3b3o56b3o2b3o6$16b3o2b3o56b3o2b3o56b3o2b3o56b3o2b3o$16bo4bobo56bo
4bobo56bo4bobo56bo4bobo$16bobo2bobo56bobo2bobo56bobo2bobo56bobo2bobo!
I used c3o and c3d in above example. It can be more faster if use (0,Y)c/P and (X,Y)c/P spaceship.
For example, X = 1, Y = 1 and P = 2 for all speed under c2o. X = 1, Y = 2 and P = 3 for all speed under 2c3o.
If X = 2, Y = 6 and P = 6. It means ALL SPEED UNDER LIGHTSPEED IS POSSIBLE!! -As you know there are already (2,6)c/6 spaceship-.
Also, It can be applied to diagonal if use (t,t)c/P and (t-s,t+s)c/P spaceship.
Edit : All orthogonal speeds under lightspeed.
2*A/(12 + 2*A + 2*B), A = [0,+Inf), B = [0,+Inf) (Discovered in 23:32 2023-03-21)
Code: Select all
x = 272, y = 68, rule = SAS02
3A14.3A109.A2.BA27.A2.BA27.A2.BA27.A2.BA27.A2.BA$A.A14.A.A69.2A37.A.A
.2A26.A.A.2A26.A.A.2A26.A.A.2A26.A.A.2A$.A16.A70.AB37.3A29.3A29.3A29.
3A29.3A3$145.3A28.3A28.3A28.3A28.3A$98.3A37.2A5.A.A22.2A4.A.A23.2A3.A
.A24.2A2.A.A25.2A.A.A$95.2A.A.A37.AB6.A23.AB5.A24.AB4.A25.AB3.A26.AB
2.A$95.AB2.A8$129.A2.BA27.A2.BA27.A2.BA27.A2.BA27.A2.BA$128.A.A.2A26.
A.A.2A26.A.A.2A26.A.A.2A26.A.A.2A$128.3A29.3A29.3A29.3A29.3A2$144.3A
28.3A28.3A28.3A28.3A$137.2A5.A.A22.2A4.A.A23.2A3.A.A24.2A2.A.A25.2A.A
.A$137.AB6.A23.AB5.A24.AB4.A25.AB3.A26.AB2.A10$129.A2.BA27.A2.BA27.A
2.BA27.A2.BA27.A2.BA$128.A.A.2A26.A.A.2A26.A.A.2A26.A.A.2A26.A.A.2A$
128.3A29.3A29.3A29.3A29.3A$143.3A28.3A28.3A28.3A28.3A$136.2A5.A.A22.
2A4.A.A23.2A3.A.A24.2A2.A.A25.2A.A.A$136.AB6.A23.AB5.A24.AB4.A25.AB3.
A26.AB2.A11$129.A2.BA27.A2.BA27.A2.BA27.A2.BA27.A2.BA$128.A.A.2A26.A.
A.2A26.A.A.2A26.A.A.2A26.A.A.2A$128.3A11.3A15.3A10.3A16.3A9.3A17.3A8.
3A18.3A7.3A$135.2A5.A.A22.2A4.A.A23.2A3.A.A24.2A2.A.A25.2A.A.A$135.AB
6.A23.AB5.A24.AB4.A25.AB3.A26.AB2.A12$129.A2.BA27.A2.BA27.A2.BA27.A2.
BA27.A2.BA$128.A.A.2A7.3A16.A.A.2A6.3A17.A.A.2A5.3A18.A.A.2A4.3A19.A.
A.2A3.3A$128.3A3.2A5.A.A16.3A3.2A4.A.A17.3A3.2A3.A.A18.3A3.2A2.A.A19.
3A3.2A.A.A$134.AB6.A23.AB5.A24.AB4.A25.AB3.A26.AB2.A!
@RULE SAS02
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={0,1,2}
# Format: C,N,NE,E,SE,S,SW,W,NW,C'
# c1d
0,0,0,0,2,0,0,0,0,2
0,0,0,0,1,2,0,0,0,1
2,0,0,1,1,1,0,0,0,1
0,0,0,0,0,1,2,0,0,0
0,0,0,0,0,0,1,0,0,0
0,0,0,0,0,0,1,1,0,0
# c1o
0,0,0,0,0,1,0,0,0,1
0,0,0,1,0,1,0,0,0,1
1,0,0,0,1,0,1,0,0,0
1,0,1,0,1,1,0,0,0,1
0,1,0,1,1,1,1,1,0,1
0,1,1,0,0,0,0,0,1,0
# reaction A
0,0,0,0,1,2,0,2,1,2
2,0,0,1,1,1,0,0,2,1
2,0,0,0,0,1,2,1,0,1
# reaction B
0,0,2,1,0,0,1,1,0,1
0,0,0,0,2,0,1,0,0,1
0,0,0,2,0,1,0,1,0,2
2,0,0,1,1,0,1,0,0,2
0,2,1,1,0,1,1,1,0,2
1,0,0,1,2,0,1,0,0,1
2,1,1,2,2,0,1,0,1,1
1,0,0,0,0,1,1,2,2,2
0,0,0,0,0,1,2,2,1,1
2,2,0,1,1,1,0,0,2,1
0,0,2,1,0,0,0,0,1,0
1,0,2,0,0,0,0,1,1,1
0,2,2,2,1,0,0,1,0,0
1,0,0,1,2,2,0,1,0,1
1,0,0,0,0,2,2,1,0,0
2,1,0,0,1,2,0,2,1,1
1,1,1,2,1,0,0,0,0,1
0,1,2,1,0,0,0,0,0,1
2,1,1,1,0,1,0,1,1,1
1,2,1,0,0,0,0,0,1,0
1,1,0,1,1,0,1,2,1,1
0,1,1,1,0,0,0,1,2,1
# reaction A Up
0,0,0,0,2,0,0,0,2,1
1,1,0,1,1,1,0,1,1,1
1,1,1,1,1,0,0,0,0,1
0,0,0,0,0,1,1,1,0,2
1,0,0,0,0,1,1,1,0,1
1,1,1,1,1,2,0,0,0,1
a,b,c,d,e,f,g,h,i,0
@COLORS
0 0 0 0
1 255 0 0
2 0 255 0