Game of Life applet
Feb. 12th, 2006 12:31 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I went looking for a good Conway Life implementation for modern Macs and found a Java applet.
This really makes me feel old: I remember when you had to push a PC to its absolute limit to get a fraction of this kind of performance, and William "Big Secrets" Poundstone wrote a book on cellular automata that described the life of the R-pentomino as beyond the capability of current PCs to handle (I don't think that was actually true even at the time).
The most interesting Mac cellular automata program was an old System 7 one whose name I forget that actually included a Pascal-like programming language for the cell rules, so you could do far more complex things than most CA programs will let you do. The language had a random number generator in it, so there could be a stochastic element. I remember coming up with models that exhibited things like domain walls and phase transitions.
This really makes me feel old: I remember when you had to push a PC to its absolute limit to get a fraction of this kind of performance, and William "Big Secrets" Poundstone wrote a book on cellular automata that described the life of the R-pentomino as beyond the capability of current PCs to handle (I don't think that was actually true even at the time).
The most interesting Mac cellular automata program was an old System 7 one whose name I forget that actually included a Pascal-like programming language for the cell rules, so you could do far more complex things than most CA programs will let you do. The language had a random number generator in it, so there could be a stochastic element. I remember coming up with models that exhibited things like domain walls and phase transitions.
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Date: 2006-02-11 10:40 pm (UTC)no subject
Date: 2006-02-11 11:29 pm (UTC)no subject
Date: 2006-02-11 11:31 pm (UTC)no subject
Date: 2006-02-12 12:01 am (UTC)on itconversations.com, there was this podcast... I'll describe it in the morning.
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Date: 2006-02-12 06:01 am (UTC)no subject
Date: 2006-02-12 06:04 am (UTC)no subject
Date: 2006-02-12 08:50 am (UTC)There was a web page that had some neat "Star Wars" CA that looked like space battles.
But what I was curious about were the CA's mentioned in this podcast: Stephen Wolfram: A New Kind of Science. The main reason being, he describes some blatantly visual results on an audio-only podcast. This guy also claims that since everything in the universe is capable of computation, that we can't use prime numbers as our marker for intelligent life in SETI, though I don't recall him producing anything in nature that could generate prime numbers, or even a situation in which generating prime numbers would benefit a non-intelligent system enough for it to actually happen naturally.
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Date: 2006-02-12 09:12 am (UTC)Anyway, any naturally occurring object that generated prime numbers would be interesting in its own right whether or not it was intelligent by somebody's definition. My hunch is that if we ever find something that is arguably a nonhuman intelligence, instead of engaging in any meaningful dialogue with it we'll spend hundreds of years arguing over whether it is actually intelligent or not. But maybe I've just read too much Lem.
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Date: 2006-02-12 10:01 am (UTC)Playing with Golly, it does seem to me that the biggest bottleneck in the program is just displaying the grid. The internal Life calculations are almost unbelievably fast--even without the pattern hashing that can let it run away exponentially on a sufficiently regular configuration, the thing can scream if you let it skip displaying generations; but it doesn't seem to be able to animate a continuous display with the kind of boiling chaos you could see in the late-Eighties PC implementations.
However, I'm thinking that it might be possible to do better with OpenGL, since MacOS's own screen-magnification feature can blow up the screen to fat pixels at tremendous speed by leveraging the capabilities of the video card.
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Date: 2006-02-12 10:10 am (UTC)no subject
Date: 2006-02-12 10:42 am (UTC)OpenGL has a small bottleneck in actually uploading the texture data to the video RAM, but that is probably not too signficant here.
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Date: 2006-02-12 10:48 am (UTC)I added some sort of semi-physical model of diffusing water vapor freezing onto the edges of the snowflake, and with a bit of tweaking of parameters, I got it grows some pretty neat-looking snowflakes, if I say so myself. It manages to grow flakes that are symmetrical and differ quite wildly in appearance. Later on, as a speedup, I made it calculate just one twelfth of the whole flake and then mirrored it, but I was happy it got the symmetry right even without that.
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Date: 2006-02-12 02:11 pm (UTC)no subject
Date: 2006-02-24 09:57 am (UTC)If you have, y'know, a couple of decades you've got no plans for.