5 ms·
I've been fine-tuning my forest for way too long and here's what I came up with: { "0": [ "CountAdjacentChance eq 1 1 1 0.01", "Count
by mvolfik 6y ago
I've been fine-tuning my forest for way too long and here's what I came up with:
{
"0": [
"CountAdjacentChance eq 1 1 1 0.01",
"CountAdjacentChance ge 1 2 1 0.03"
],
"1": [
"SpontaneousChange 2 0.00001",
"ChangeByBlockAge gt 200 3 0.1",
"CountAdjacentChance eq 2 1 2 0.4",
"CountAdjacentChance eq 2 2 2 0.8",
"CountAdjacentChance ge 2 3 2 1.0"
],
"2": [
"SpontaneousChange 3 1"
],
"3": [
"SpontaneousChange 0 0.25"
],
"InitialCondition": "1 0.0005",
"colorMap": {
"0": "black",
"1": "green",
"2": "red",
"3": "brown"
},
"timeStep": 30
}
- Aperocky 6y agoThis is amazing, I think this is why cellular automata are so interesting - there are so many possibility (and conway's game of life is just a beginning!). Feel free to pull request into ./sample/, alternatively I can add this in a commit later. The one I found the most fun is actually semi-dynamic in maze runner, there's a small trick in that you can reuse color for colormap: { "0": [ "SpontaneousChange 1 0.15" ], "1": [ "CountAdjacent gt 1 5 2", "SpontaneousChange 3 0.00001", "CountDirectlyAdjacent gt 3 0 3" ], "2": [], "3": [ "ChangeByBlockAge gt 1 4 1" ], "4": [ "ChangeByBlockAge gt 2 1 1" ], "colorMap": { "0": "tintblack", "1": "cyan", "2": "gray", "3": "yellow", "4": "cyan" }, "timeStep": 100 }
- kevinwang 6y agoabsolutely sick. one of the coolest things I've seen all year.