Added: 3 years ago
From: milco2006
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  • same question as @iambored404

    What are the rules?

  • Did you change any of the rules to account for the extra dimensions? 3 neighbors for life is acceptable in 2D (3/8 possible neighbors), but in 3D it's a much smaller ratio (3/28 possible neighbors).

  • Great, but will it blend?

  • @Pl4rk Yeah you could probably make a python script to do that in Blender as well... :D

  • It would be nice to see it wuning faster;)

  • What about 11D ? =)

  • @phgnphuocphung The computer can handle it and I am even capable of writing the code (although I would hate to see the starting input arrays!) ... just a shame about the 2D screen and the 3D limits of the mind.

  • @milco2006 you could do 4d and give us a stereoscopic shadow

  • @milco2006 Actually, the way I got around dimension limitations is simple...

    Though you're right about the 3D mind limits... since it's even hard to invision 4D, though with some practice it gets easier.

    For 6D you can do this...

    3D=screen position

    4D=Ball color representation

    5D=Ball brightness

    6D=Ball color saturation

    Beyond that get becomes not so easy...

  • @TheReasonWhyGuy That kind of works, but requires every dimension above the third to have only one ball per threedimensional one, which basicly is the same as not having the extra dimensions at all.

  • @Dayantos I don't think you understand

    A 1D space requires no 2 1D objects can occupy the same space...

    This rule extends normally for higher dimensions, however it's easy to forget that in math, a dimension is merely a variable. The #D indicates how many position variables are contained per object, and can all be plugged in to appropriate collision and gravity scripts.

    Displaying extra dimensions is where it gets tricky, so another non-spacial variable like color is used.

    I've made the program.

  • @TheReasonWhyGuy and why not (7+n)D for each n in N as a unique pattern/texture ?

  • @milco2006 Maybe your mind, my mind has no limits.

  • @phgnphuocphung it's just logic operations, heck do it on paper but it would be hard to illustrate the results in a good way.

  • @phgnphuocphung That wouldn't be fun lol. 1D is just a line of small dots...

  • What are the rules, how many neighbors are required for births and deaths?

  • good job! Well done! but there's allways a but. I STILL prefer the 2-D game . It's the classic one

  • That's very hard to follow in 3D...

  • ha! what does a glider look like in 3d?

  • realy slow,but cool.

  • The neighbour laws that make cells alive or dead must be quite complicated in 3D

  • Guess they're limited to some specific angles. If not, it would be technically impossible to evaluate "neighbours" in all possible directions. Still a lot of work... Makes me feel tired just thinking about a fraction of the code.

  • The code wouldn't be that hard at all. I've actually written one in java, but i didn't feel like rendering it in 3D. It's just like a 2D one, but with multiple layers. You count neighbors for your position, the position above you, and the position below you. The normal rules do not apply very well.

  • not really; conway's game of life is a simple cellular automata: count the neighbours for each cell, its new state will depend on the number of neighbours found. The two variables thus involved in getting it to work out well is: which directions to see as neighbours, and the resulting state of each count.

    I've written a customizable 2d conway's game of life myself where those two variables are configurable.

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