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Apparently not. I read that it is using an averaging rule for cells around a cell to see if it is alive for the next generation nrobinaubertin 1 day ago | root
by whitten 2y ago
Apparently not. I read that it is using an averaging rule for cells around a cell to see if it is alive for the next generation
nrobinaubertin 1 day ago | root | parent | next [–] said
The code is here: https://colorlife.quick.jaredforsyth.com/index.js https://colorlife.quick.jaredforsyth.com/index.js
The hue of each cell is computed as an average of the surrounding cells hues with some randomness added. Search for `hueverage` in the code
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- zuminator 2y agoGlancing at the code, the rules for whether neighboring cells live or die (see const liveness and the surrounding code) seem to be the same as regular Life. The hue/hueverage vars are used to colorfully display cells in various board types, and trig is used to turn the conventional square grid into a hexagonal or triangular display, but these canvas display flourishes don't propagate back their value to the underlying cellular automaton in a way that affects the rules of the game. Underneath all that, it's still vanilla Life. That why the various gliders, blinkers, and so on, still work even though they look nothing like their traditional forms.