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).
@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.
@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.
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.
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.
same question as @iambored404
What are the rules?
SBareSSomErMig 2 months ago
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).
iambored404 5 months ago
Great, but will it blend?
Pl4rk 10 months ago
@Pl4rk Yeah you could probably make a python script to do that in Blender as well... :D
4ynep 8 months ago
It would be nice to see it wuning faster;)
outslider1 10 months ago
What about 11D ? =)
phgnphuocphung 1 year ago 7
@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 1 year ago 14
@milco2006 you could do 4d and give us a stereoscopic shadow
conceitarturo 1 year ago
@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 1 year ago
@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 1 year ago
@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 1 year ago
@TheReasonWhyGuy and why not (7+n)D for each n in N as a unique pattern/texture ?
xanfilip 7 months ago
@milco2006 Maybe your mind, my mind has no limits.
lollol336 11 months ago
@phgnphuocphung it's just logic operations, heck do it on paper but it would be hard to illustrate the results in a good way.
timonix2 1 year ago
@phgnphuocphung That wouldn't be fun lol. 1D is just a line of small dots...
XBENSTARX 11 months ago
What are the rules, how many neighbors are required for births and deaths?
bryonpav 1 year ago
good job! Well done! but there's allways a but. I STILL prefer the 2-D game . It's the classic one
nothingtosayortotell 2 years ago
That's very hard to follow in 3D...
ZachGretzinger 2 years ago
ha! what does a glider look like in 3d?
monstara 3 years ago 11
realy slow,but cool.
gawa4002 3 years ago
The neighbour laws that make cells alive or dead must be quite complicated in 3D
SamBlackmore 3 years ago
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.
Chirigami 2 years ago
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.
GaseousAnomaly001 2 years ago
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.
titannick 2 years ago