LIFE - the rules that nobody is told

  • bimmo_devices
    9th Jan 2014 Member 0 Permalink

    I understand the rules governing the TPT LIFE particles: the rulestring gives the conditions under which a particle is born or remains alive. But two different LIFE rules aren't compatible. I am wondering what the rules are when a dead cell becomes alive when it has neighbours of different types.

     

    Obviously the implementation doesn't check every single pixel every step, otherwise the simulation would be impossibly slow. As more LIFE particles grow, the slower the simulation gets, leading me to believe that a live cell 'votes' on it's neighbours. If this is true, a dead particle (empty cell) has its type decided by majority, and then it checks whether it has enough neighbours to be born. Is this the case? I am probably way off.

  • mniip
    9th Jan 2014 Developer 0 Permalink
    Candidates for "birth" are the moore neighboorhood of the cell, the one with the highest ID wins
  • bimmo_devices
    9th Jan 2014 Member 0 Permalink

    Right, the highest ID. That is why some life seems to take over more than others. What are the IDs of some LIFE types then? Is standard GOL type 0?

  • boxmein
    9th Jan 2014 Former Staff 0 Permalink
    @bimmo_devices (View Post)
    The IDs are basically in the order the menu is in - rightmost have lower IDs and leftmost have higher ones.
    If you want to know the numerical values it's in SimulationData.h