Well, yes. But not impossible, and an edge-shooting clock factory would be kind of nice to have.chris_c wrote:Woah, sounds scary. I have never been able to find any clock syntheses except for the symmetric one with 6 gliders. Making a clock with only LWSS and gliders and then triggering it sounds hard indeed.dvgrn wrote:I'd be tempted to build an edge-shooter with adjustable clearance, though of course it would be bigger than your version: build a clock and a spark-making bait by colliding an LWSS with some number of gliders, and then send the trigger glider in at the right time.
There are clock recipes that amount to just blinker + preblinker + preTL, so at worst it could be done with an initial LWSS plus a slow salvo, to build and trigger a small clock-seed constellation:
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x = 17, y = 17, rule = B3/S23 12bobo$12b2o$13bo2$3b3o$15b2o$14b2o$16bo3$3b2o$2b2o$4bo2$2o$b2o$o!
EDIT: A quick look at Catagolue turned up a rough upper limit for the complexity of a slow-salvo clock recipe. I don't really know how many gliders this would translate to, but it would be a two-digit number anyway:
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x = 20, y = 23, rule = LifeHistory 13.2A$12.A2.A$12.A.A$13.A$16.2A$16.2A$9.A$8.A.A$8.A2.A$9.2A4$18.2A$ 17.2A$2A16.A$2A5$11.2A$11.2A!
Thanks for the pointer. I'll try reworking my minimal enumeration of cases with a 1-in-3 slope. Hopefully there's some more beautiful simplicity to be found there... there certainly didn't seem to be much of that at 1-in-2.chris_c wrote:In terms of Cartesian co-ordinates my script uses a slope of 1 in 3 and I consider this to be the cleanest way of doing things because of the existence of the following 4 glider inserter...
EDIT: P.S. Cartesian slope 3 simply corresponds to a one tick advancement for each lane. Slope 2 corresponds to 2 ticks advancement every 3 lanes. That is another reason I favour slope 3 over slope 2.