@artemonstrick It doesn't actually count them as such. Each cell takes the signals from the adjacent cells into a sort of unlatched shift register. The shift register bubbles along the 'on' bits to one end, and feeds the outputs up to the next shift register above. After doing this enough times, the 'on' bits finish at one end of the shift register. For example, if the adjacent bits 10101000 were set, then the output after the shift layers would be 00000111.
@neonsignal Oh god, how elegant is this! Yesterday I've tried to find simpliest solution in computing next state of cell, and couldnt do it! I even thought of minimizing 256x2 table..damn it. I am a bad engineer. If you are interested though, take a look in my channel. I've made fully playable redstone snake, and it is functioning at interactive speeds!
@artemonstrick The combinatorial logic at the top then just looks at the last few bits (bits 4,3,2) to calculate the next state. For example, if the bit 2 is empty, then there are less than 2 adjacent cells on; if the bit 4 is set, then there are 4 or more adjacent cells, and so on. Some of the shift logic has been omitted because it doesn't need to 'count' beyond 4.
@artemonstrick Doing it this way takes more gates than a simple counter, but it is more compact because the shift register can be wrapped around like a ring, leaving space for the output to be spiralled back down the middle.
@BillysProgrammer yep, I should, though I think I've used up my brownie points with my family and shouldn't spend too much more time on this game at the moment :-)
@neonsignal Completely understandable of course, I do not think people will care if it takes you a month for example to come out with a tutorial, or an indepth video because of the content you have now they know you put large amounts of dedication into them.
I myself would not care waiting for something like this, I really enjoy redstone but I have always had issues with the logical sense, you know, putting it into use like this for example.
How you "count" all the signals?
artemonstrick 3 weeks ago
@artemonstrick It doesn't actually count them as such. Each cell takes the signals from the adjacent cells into a sort of unlatched shift register. The shift register bubbles along the 'on' bits to one end, and feeds the outputs up to the next shift register above. After doing this enough times, the 'on' bits finish at one end of the shift register. For example, if the adjacent bits 10101000 were set, then the output after the shift layers would be 00000111.
neonsignal 3 weeks ago
@neonsignal Oh god, how elegant is this! Yesterday I've tried to find simpliest solution in computing next state of cell, and couldnt do it! I even thought of minimizing 256x2 table..damn it. I am a bad engineer. If you are interested though, take a look in my channel. I've made fully playable redstone snake, and it is functioning at interactive speeds!
artemonstrick 3 weeks ago
@artemonstrick I was very impressed with your snake implementation, great to find people who are still interested in this gate level hacking!
neonsignal 3 weeks ago
@artemonstrick The combinatorial logic at the top then just looks at the last few bits (bits 4,3,2) to calculate the next state. For example, if the bit 2 is empty, then there are less than 2 adjacent cells on; if the bit 4 is set, then there are 4 or more adjacent cells, and so on. Some of the shift logic has been omitted because it doesn't need to 'count' beyond 4.
neonsignal 3 weeks ago
@artemonstrick Doing it this way takes more gates than a simple counter, but it is more compact because the shift register can be wrapped around like a ring, leaving space for the output to be spiralled back down the middle.
neonsignal 3 weeks ago
Where can we get your map?
BigShotGamer11 1 month ago
it's really interesting how the LWSS turns into a glider when it hits the edge
Felixjin 3 months ago
u sir deserve a medal. A fucking huge medal
TheHumanZionite 5 months ago
u sir deserve a meda
TheHumanZionite 5 months ago
Mind = Blown
XxSpyyx 6 months ago
an infinite grid of souls...
sorry, your australian accent made me think you said souls :)
MrNoodleson 6 months ago
@MrNoodleson - the infinite grid of souls, now that's a concept that messes with my mind - the Game of Afterlife!
neonsignal 6 months ago 6
You should make a tutorial on this or at least a vid to describe in more detail on how it works
BillysProgrammer 6 months ago
@BillysProgrammer yep, I should, though I think I've used up my brownie points with my family and shouldn't spend too much more time on this game at the moment :-)
neonsignal 6 months ago
@neonsignal Completely understandable of course, I do not think people will care if it takes you a month for example to come out with a tutorial, or an indepth video because of the content you have now they know you put large amounts of dedication into them.
I myself would not care waiting for something like this, I really enjoy redstone but I have always had issues with the logical sense, you know, putting it into use like this for example.
BillysProgrammer 6 months ago
Great, great, job.
Braxblaster 6 months ago
"it ends up about 7 or 8 blocks high.... MOOOOOOO" haha
ToxicFlyman 6 months ago 9
nice stuff indeed<3
bobowe 6 months ago
Very cool!
jdalton3au 7 months ago