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.
no subject
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.