Title: Fractal fire and other fractal life Post by: Tglad on February 15, 2012, 07:21:01 AM I had an idea the other day to take Conway's life, or cellular automata like that, and make it fractal by applying the rules to each level of detail.
Here's a video of the results for various mapping tables: http://vimeo.com/36816056 (http://vimeo.com/36816056) The fires kind of remind me of animations of the sun. The second fire and the wobbly blob at the end are my favourites. Title: Re: Fractal fire and other fractal life Post by: asimes on February 15, 2012, 09:45:40 AM It looks very cool but I'm uncertain what you mean by applying the rules at every level of detail. I'm familiar with Conway's Game of Life but I have no idea what is going on in the video.
Title: Re: Fractal fire and other fractal life Post by: Tglad on February 15, 2012, 12:42:42 PM First, generalise Conway's game of life by saying that the bit state of the centre pixel is any function of the 3x3 pixels in its neighbourhood.
Second, replace the 2d grid with a hierarchy of 2d grids, each higher level has a quarter as many squares, twice the size. Third, for each cell, include the four nearest neighbours on the level above and the level below in your neighbourhood. So the new value of each bit is b = f(2x2 parent bits, 3x3 sibling bits, 2x2 child bits). Then you iterate this function on all the bits on all the levels and draw the animating result of the highest resolution grid. The video shows the results for different functions, or different mapping tables. Some look like fire, some like froth etc. I wrote the program and found these different effects by varying f() randomly, picking nice looking results and repeating. They are probably dynamic fractals, like discussed here: http://www.fractalforums.com/ifs-iterated-function-systems/fractally-animating-fractals/ rather than just a fractal moving smoothly. Title: Re: Fractal fire and other fractal life Post by: hobold on February 15, 2012, 03:14:57 PM Some of those automata seem to have just the right amount of foamy boiling/bubbling that is needed to look good when viewed as a 3D volume of slices rather than a time series of 2D images.
Title: Re: Fractal fire and other fractal life Post by: s31415 on February 15, 2012, 05:47:01 PM Interesting...
It reminded of a very cool fractalish property of Conway's game of life: it can simulate itself! Check this video: http://www.youtube.com/embed/QtJ77qsLrpw Details here: http://www.conwaylife.com/wiki/OTCA_metapixel Title: Re: Fractal fire and other fractal life Post by: Tglad on February 16, 2012, 03:01:39 AM Yeah that is pretty clever.
If you want to find your own fractal automata then here is the .exe that I wrote, plus examples that you can load: https://docs.google.com/open?id=0B8S7Si-yu3DoOGJhNDVmZDctZDIyYy00NWFmLTg3OGEtOWVmNGU3OTMyZmNm (https://docs.google.com/open?id=0B8S7Si-yu3DoOGJhNDVmZDctZDIyYy00NWFmLTg3OGEtOWVmNGU3OTMyZmNm) And here's another little one, it reminds me of an amoeba: http://vimeo.com/36867848 Title: Re: Fractal fire and other fractal life Post by: Tglad on February 18, 2012, 12:13:13 AM And here are two more petri dish specimens:
http://vimeo.com/36951270 If you like them you can make your own by downloading the tool mentioned in the last post. Title: Re: Fractal fire and other fractal life Post by: Tglad on February 24, 2012, 09:53:48 AM I have updated the tool, and it is presented here: https://sites.google.com/site/tomloweprojects/scale-symmetry/automataFinder
The sixth type generates traditional fractals, for those who don't like going near the dynamic kind. Title: Re: Fractal fire and other fractal life Post by: Tglad on March 04, 2012, 01:18:02 AM Some images for static fractals generated with a new rule (type 7):
(https://sites.google.com/site/tomloweprojects/_/rsrc/1330819651025/scale-symmetry/automataFinder/art.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819667931/scale-symmetry/automataFinder/aztecAlien.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819681340/scale-symmetry/automataFinder/cloud.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819692850/scale-symmetry/automataFinder/crackedBoulder.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819705395/scale-symmetry/automataFinder/cracks.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819719470/scale-symmetry/automataFinder/incaTown.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819730924/scale-symmetry/automataFinder/tree.png) (https://sites.google.com/site/tomloweprojects/_/rsrc/1330819742812/scale-symmetry/automataFinder/voidSponge.png) The executable is updated on the site. Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 04, 2012, 12:23:53 PM That last one lacks an image or a video to be seen.
Though, this stuff looks neat :D The link above doesn't work either :-/ It should be: https://sites.google.com/site/tomloweprojects/scale-symmetry/automataFinder But I can't download the file since it just opens a browser to few the files inside individually... I'm almost certain that, given enough fiddling around, you find small reproducable elements that just work out... I guess, some clever wavelet-analysis could establish connections between the two... What I could do is downloading each file individually, but that's kind of annoying... Edit: Ok, I bypassed the viewer by using itself xD... (http://puu.sh/joOg) That's a fractal type 7 I tried to look athe the page that's linked to above and it opens the htm document... Since I already was there, I just searched for the link of the zip and behold: https://sites.google.com/site/tomloweprojects/scale-symmetry/automataFinder/FractalAutomata.zip It works... Edit2: Are the mutations you do genetic or entirely random? Maybe you could somehow keep track of most liked changes to basically make it "evolve" towards the most interesting outcomes... You could even try something like making the six options compete with each other, each trying its own tactic to get clicked on... That way, it might be possible to slowly but surely get to THE structure you want... :) More type 7 (http://puu.sh/joQH) I'd love to see a house that uses such a layout... Title: Re: Fractal fire and other fractal life Post by: Tglad on March 04, 2012, 02:01:58 PM Hi Kram, thanks for correcting me, yes that is the URL. To download the zip, click the little downwards pointing button on the right at the bottom of the page. I have also fixed up the images in my last post.
The mutations are random. The rules for each one are a list of bits, and I mutate by flipping a few percent of the bits at random. "Maybe you could somehow keep track of most liked changes to basically make it "evolve" towards the most interesting outcomes.." Yes, that might work. I guess the challenge is how to make more interesting shapes available while avoiding results that just look like white noise. The different types do it to different degrees. "You could even try something like making the six options compete with each other, each trying its own tactic to get clicked on... That way, it might be possible to slowly but surely get to THE structure you want." I like this idea Kram, like the shapes get rewarded if they are clicked on. If I made the app online then every click by a user could be sent back to the server and make that shape more likely to show up. Though I don't think I can get the app fast enough on a browser, even with webGL. As it stands you are the only one apart from me who has ever tried this out, so thanks for giving it a go! and notice that you can load the different example files. Title: Re: Fractal fire and other fractal life Post by: Alef on March 09, 2012, 03:15:28 PM I think it would require an additional colour dimension. Say it have nice patterns, but bichrome so not much seen in insides.
Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 09, 2012, 03:45:42 PM Yeah, changing the color that's used or even doing something like per-detail-layer colors could lead to interesting results.
For instance, assign the different layers different wavelengths and add them together for a full image There are surely plenty of ways to get nice coloring going... Title: Re: Fractal fire and other fractal life Post by: Tglad on March 12, 2012, 05:07:05 AM Nice idea.. hopefully I'll get colour in eventually.
Here's a couple more from type 7- Title: Re: Fractal fire and other fractal life Post by: asimes on March 12, 2012, 05:20:15 AM Admittedly I have never tried to make a fractal Conway's Game of Life, just 2D grid variations (Hexagon, Triangle, ext) and a 3D version. However, for any of these grids interesting colors can be made by neighbor counting rules. For example, one color could be influenced only by neighbors up, down, left, or right... another by the diagonals... another by more distant neighbors... ect.
EDIT: That flowers image is particularly nice. Could you explain what is going on please in that one? Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 12, 2012, 09:20:14 AM flowers image looks like fireworks ;)
Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 12, 2012, 12:25:26 PM Oh nice, I wasn't able to find flowers like that in type 7...
Classical conway's game of life is colored by what will happen next.... e.g. if in the next step a cell will be dieing, it's one color, if it will life, it's a different one and a third one if it will stay dead (usually black). Potentially you could add a fourth color by cells that will be born but I don't think I've seen that so far. Then you could try making it more continuous by adding interpolatory colors based on how close a given pixel is to a state-change. E.g. if it will survive but it's at the edge of dieing, it could be the "I live" color, tinted to be closer to the "I die" color. You could come up with all kinds of crazy coloring methods, coding as much information into that as you like. It will make the whole thing look a lot more dynamic and thus the non-static ones will become much, much more interesting. Right now, simply because of the shapes they create, the static ones are more interesting. Btw, what exactly is the difference in those types? How do they behave differently? I mean, obviously they do, but how, for instance, do you produce static images vs dynamic ones and how do the two static ones differ from each other internally? And how the five dynamic ones? Title: Re: Fractal fire and other fractal life Post by: Tglad on March 12, 2012, 01:07:34 PM The static images are only based on the neighbour pixels around the next detail level up (pixels twice the size). So you can think of the pictures as more than single images, but as a filter which adds detail to any really low resolution monochrome image. The static types (6 and 7) start from a 4x4 random image when you see the result. You could probably seed them from just a single big 'on' pixel and they would look more symmetrical.
The dynamic images choose pixel on/off based on the next level up, the neighbours on the pixel's level and also the next (higher detail) level down. Much more interesting as they can move around, but it is a much bigger search space. Again, they aren't just a fixed animation, you could paint onto the image as it is running and interact with it. I'd like to add that feature too. The reason there are different types is because the number of mappings (the number of possible rules) is so big that it makes sense to try out different subsets which constrain the search space. For example, if our rules are based on the 9 neighbours, 4 nearest parents and 4 children, then that makes 2^17 neighbour patterns to choose whether to turn the pixel on or off. Which means there are a total of 2^(2^17) mappings... a big number indeed. All the mappings are constrained to have 90 degree symmetry, like a square. Which reduces the search space down a bit. Type 7 has 45 degree symmetry which is why it produces some patterns like flowers I guess. Type 1 and 2 are based on the number of neighbours, not their relative positions, like conway's life. Type 2 counts itself in the neighbour count. Type 3 treats the three layers around the pixel independently, but is still the biggest search space, which is why so many look like white noise. Type 4 is like 1 and 2 but you choose on/off for each neighbour count. So more possibilities than 1 & 2 Type 5 is like type 4 but you count the number of children and parent (1 or 0) separately to the same level neighbours. "That flowers image is particularly nice. Could you explain what is going on please in that one?" Other that what I wrote above, I can't really... I just searched for an interesting pattern. I have attached the file though (rename extension to .ev7). Title: Re: Fractal fire and other fractal life Post by: knighty on March 12, 2012, 01:55:40 PM awesome! I have to give it a try.
:thumbsup1: Title: Re: Fractal fire and other fractal life Post by: Jesse on March 13, 2012, 09:17:46 PM Really nice, i could spend hours just clicking the mutation areas :dink:
Not tried all different types, but maybe an extension to more colors could give even more interesting mutations... found an older little program i made with up to 10 colors, you can test some saved files with "Laden" menu, proggy it is german/english mixed. The more possibilities, the more odd mutations i fear. ps: did the program also in 3d, but that's not really better. Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 13, 2012, 09:38:40 PM no one scales to window size :(
how to reproduce the flower or the mechanical style that tglad showed ? Title: Re: Fractal fire and other fractal life Post by: Tglad on March 14, 2012, 12:14:17 AM Thanks Jesse, I like your program... nice to see something similar.
In mine, if you want to try out possibilities for a type (like type 3) then you have to keep on hitting '3', if you just click the top image repeatedly then it uses the same rule on the top image (with different random starting image) and the ones below are new minor variations of the top one. So you want to keep hitting '3' to try lots of variations... then only click on images once there is something interesting to pursue. cK, copy the moreFlowers.txt from previous message into the program folder, and rename to moreFlowers.ev7. In the program hit '7' to swap to that type, then hit 'l' to load and type moreFlowers and enter. it should appear in the top image... if you click the top image it uses a new random start (4x4) image and the same rule. The other images I showed are different save files that come with the download, the latest ones are the .ev7 files. (sorry it doesn't scale... the images need to be a power of 2 in size) Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 14, 2012, 12:16:09 AM will try it right now, thanks for hinting...and added ev7 to allowed filetypes for attachments....
Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 14, 2012, 12:28:54 AM i downloaded the program, but it just has 6 as maximum number to input .. .:( pressing "7" does not lead to a "Now using type x" message ... ;(
but i got nice cloud shapes with the standard setting ... and somehow inverted results ... the upper right thing seems to just copy the image to itself at smaller scales ... after a while nothing moved anymore, but i got those neat tech-like structures and could explore them, but nothin moved ... Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 14, 2012, 12:30:52 AM and how to vie an image as "just this image"?
Title: Re: Fractal fire and other fractal life Post by: cKleinhuis on March 14, 2012, 12:37:16 AM that thing is definately creating interesting structures ... it is fuzzling me a bit to not understanding what is going on ... have to read beginning of thread ... i wonder if those structures would scale ... but it seems for this they have to be rendered at a much bigger scale ... or it just does not work
definately we have a method here that needs to be investigated a bit further! tglad arent you happy to already have discovered the mandelbox ? :D (no offence, just jokin'!) Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 14, 2012, 01:10:50 AM I guess you figured it out by now but:
To change type, select the command shell so it's the active window and then press the corresponding type number. Same goes for saving and loading. The biggest top image is the one that's in use at any given time. The six images of same size below it are clickable and are modified rule-sets so you can control what kind of shape you want. (The top image is clickable too but that just initializes with new starting conditions while keeping the rules the same) Title: Re: Fractal fire and other fractal life Post by: Tglad on March 14, 2012, 01:27:35 AM cK, it sounds like you have an older version of the exe, the latest version is always available at https://sites.google.com/site/tomloweprojects/scale-symmetry/automataFinder (you need to extract the zip somewhere in order that it can load the example files).
EDIT- The latest zip on the site now allows you to swap between the normal view, single 512x512 and single 1024x1024 by pressing the 'f' key. The biggest view will slow down a bit on most computers... it isn't hardware accelerated. Title: Re: Fractal fire and other fractal life Post by: Jesse on March 14, 2012, 01:12:54 PM The interface is quite easy, no problems with it!
Wondering if it would be difficult to write it in OpenGL for example, my experience with it is just to poor. :sad1: If it is ok for you i would like to copy your idea of layers and see if i get something interesting with more colors but a simple type of rules, as i used in my program. I used MMX (i guess this is also a kind of hardware accelerated, my CPU is quite hard i guess :dink: ), so it should be fast enough. Btw, i once did the original game of life with MMX and get a new generation for one pixel in only one CPU clock, guess how this could be done? Title: Re: Fractal fire and other fractal life Post by: hobold on March 14, 2012, 02:39:32 PM Btw, i once did the original game of life with MMX and get a new generation for one pixel in only one CPU clock, guess how this could be done? I have heard of a faster game of life implementation with look up tables:A 4x4 neighbourhood was used as a 16bit index, and the table contained the center 2x2 pixel results of the next generation. A lot of trickery was needed with memory layout of the pixels to do this faster than one lookup every four cycles. These days, you could keep a 6x4 neighbourhood in a 16MB sized table, and look up a 4x2 result. The highest end CPUs do have enough cache ... Title: Re: Fractal fire and other fractal life Post by: Jesse on March 14, 2012, 06:33:13 PM I have heard of a faster game of life implementation with look up tables: A 4x4 neighbourhood was used as a 16bit index, and the table contained the center 2x2 pixel results of the next generation. A lot of trickery was needed with memory layout of the pixels to do this faster than one lookup every four cycles. These days, you could keep a 6x4 neighbourhood in a 16MB sized table, and look up a 4x2 result. The highest end CPUs do have enough cache ... LUT would be a choice, but as you said the memory access is a problem, without special layout it would be surely not possible in a few clocks. Another idea? :) (Ok, i don't want to hijack this thread, so with a little spoiler i tell it beneith...) ... The solution i found (on the internet, not my idea sadly) was to treat every pixel as one bit and load 64 at once in a MMX register, adding the surrounding pixels with binary functions and additional registers (and for the next higher bit, xor to keep the reminder). So you have n registers forming a parallel array of values up to n bits. The outer 2 bits was calculated extra because of 1 left and right shift done. You then have 64 clocks to get this work. Title: Re: Fractal fire and other fractal life Post by: Tglad on March 15, 2012, 12:32:51 AM "If it is ok for you i would like to copy your idea of layers and see if i get something interesting..."
Certainly, I'll do up a small blog post for you as the update order needs explaining. Edit- Here it is- http://tglad.blogspot.com.au/2012/03/implementing-fractal-automata.html Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 15, 2012, 09:45:52 AM With those nice graphics, it suddenly becomes a lot more understandable what actually is going on :D
I had an idea just recently that might be a bit more difficult to implement and if you want to apply it into the "past" and "future" too, it probably requires more layers... The idea is to obtain a scale-free-style but regular-ish network by giving each pixel a random neighbourhood radius and then, from the given radius, a random rule-set. Possibly, you could just check for the existance of radii and only do one rule-set per radius or even force-include the smaller subset rules in the bigger regions and only have those states behave differently that don't exist in smaller regions. Other ideas would be to go into a certain pattern and such things... Either way, this stuff is interesting and I'm curious where this goes... Title: Re: Fractal fire and other fractal life Post by: asimes on March 15, 2012, 08:00:35 PM How this works makes a lot more sense to me now after you put this link with the diagram of the layers: http://tglad.blogspot.com.au/2012/03/implementing-fractal-automata.html
I was going to try to make it just for fun. I'm a fan of Conay's Game of Life but had not tried something like this, I had some questions: - How many neighbors does each cell have? It looks like one parent, the normal eight for siblings, and four children. Just making sure though before I start (wasn't sure if the children get counted as one or four). - As far as displaying goes, do you show every layer on top of each other or just the layer with the smallest cells? - How many layers do you tend to use? - How do you initialize the cells? Is it just a random chance of being alive when the program starts / resets? - What's a ruleset you used for living / dying? It is much easier to test with something that I know is supposed to look good and not just die quickly. Title: Re: Fractal fire and other fractal life Post by: Tglad on March 16, 2012, 07:45:16 AM Enjoy trying it out :) and let us know any cool stuff you find... watch out, it can sometimes take a lot of searching to find something
"How many neighbors does each cell have?" Well, you can choose however many you like... but the number of rules becomes huge quickly so better to keep to less. 1 parent, 8 siblings, itself, 4 children is a good default. My app often uses the 4 nearest parents. "do you show every layer on top of each other or just the layer with the smallest cells?" Just the layer with the smallest cells "How many layers do you tend to use?" The app images are 256*256 so 8 layers... it depends on how high res you want the images. "How do you initialize the cells? Is it just a random chance of being alive when the program starts / resets?" Spot on, every layer randomises its bits. Though starting from an image could look cool. "What's a ruleset you used for living / dying?" The simplest is probably type 2, it just counts the number of neighbours 'on' from 0 to 17 (since 4 nearest parents are used). The second image from the left when you start up the app uses the rule that the centre cell is on only if the number of neighbours is: 5,7,9,10,11,12,13,15 or 16. Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 16, 2012, 10:04:31 AM In that case, one of the simplest ways to throw in some color would be to, say, change layer 6 to blue, layer 7 to red and layer 8 to green. (Any other order would do. That choice is because of how our eyes work and possibly also how photographs work... - the blue channel usually includes the least information while the green channel usually has the most)
Title: Re: Fractal fire and other fractal life Post by: Jesse on March 17, 2012, 08:36:27 PM Have you already told how type 7 is calculated?
Are you starting from top layer (coarse) to fine leyer using some more complex neighbouring rules? My attempts so far had not that complex rules, ended up with 4 LUTs for on/off pixels and even/odd layers, so the original GOL can be implemented. But nothing really new found so far... would be nicer to have something similar like type 7 animated. Title: Re: Fractal fire and other fractal life Post by: Tglad on March 18, 2012, 08:16:36 AM Type 7 is very tricky, I don't recommend trying it, and don't think it can be made to animate. Each type has different mapping types, but for a particular type the same rule is applied at every layer and at every location. For the statics you can just order the update from coarsest to finest.
I don't know what GOLs or LUTs are, but show us if something interesting pops up. Title: Re: Fractal fire and other fractal life Post by: Jesse on March 18, 2012, 11:27:32 AM GOL: game of life LUT: looking up table (for the rules based on neighbour count)
Maybe i will try also to extend the colored pixels to float values (maybe complex) and use also complex math like for mandelbrot to iterate :) Title: Re: Fractal fire and other fractal life Post by: Alef on March 18, 2012, 04:27:15 PM Maybe you should add colour as a function of time + some gradient, say starting from orange and ending with crimson, or maybe repeating solid colours in every few iteration thus generating zebra style pattern.
So the picture insides would show how picture developed. That would be more visualy appealing. Title: Re: Fractal fire and other fractal life Post by: asimes on March 20, 2012, 06:37:54 AM I finished writing it in Processing if anyone wants to use it that way. Please note, I am not 100% sure my parent and child neighbor testing is correct (it is difficult to test):
Code: float livingChance = 0.10; Title: Re: Fractal fire and other fractal life Post by: asimes on March 20, 2012, 06:41:24 AM Could I bother someone to write some of the rules being used please? Experimenting with numbers is slow so far
In a form like this I would understand it: - Num parents, num siblings (basically if self is included or not), num children - If alive, stay alive if (THIS CONDITION OF NEIGHBORS IS MET) - If dead, come to live if (THIS CONDITION OF NEIGHBORS IS MET) EDIT: Woah, in my laziness to correctly code the extra 3 parents correctly I just multiplied the only parent coded by 4 (the parent that is yellow in the diagram from Tglad's website) and used rule type 2. The result was pretty cool, very excited about this one now Title: Re: Fractal fire and other fractal life Post by: asimes on March 20, 2012, 07:57:51 AM (http://i.imgur.com/USXjQ.png)
Title: Re: Fractal fire and other fractal life Post by: Tglad on March 20, 2012, 12:04:37 PM Hi asimes. Your code looks like it is right... there might be typos but looks about right.
Beware of 1<<layer+1 I thought you needed to do 1<<(layer+1), but I guess not as it seems to be working for you. Your pic looks cool, it kind of looks like it might be working as it is kind of fractal, with big loops and smaller loops. I don't think I can give other example rules other than the one I gave, since the other types are more complex and experimental so better to make up your own... though you'd want some way to search the space of rules, you won't get far searching one at a time. Title: Re: Fractal fire and other fractal life Post by: asimes on March 20, 2012, 09:17:13 PM I haven't been able to come up with rules that make fractals. However, I have gotten a lot of nice animations. Are the fractal images coming from the top layer or a deeper layer?
I have some tests here: http://alexsimes.com/FractalAutomata/ Pressing '1', '2', or '3' initializes the grids through the corresponding modulo. For example, '2' passes the grids through alive = i%2 == 0; Title: Re: Fractal fire and other fractal life Post by: Tglad on March 22, 2012, 12:15:40 AM Great, I tried out your web app and the animation looks a bit like some I saw so I think it is working.
They don't all look like fractals, but I think in some sense they all are dynamic fractals. Yes I render them directly from the highest resolution layer. Can you export Processing code to a web page like that or did you write that separately? Here's a couple more type 7- Title: Re: Fractal fire and other fractal life Post by: asimes on March 22, 2012, 12:46:10 AM Wow, that second one looks amazing. I know you said type 7 is complicated but can you please try to explain it?
Processing automatically exports sketches you write to a HTML file if you click 'Export'. I did tweak it a bit though, the default export looks kinda ugly. Title: Re: Fractal fire and other fractal life Post by: Tglad on March 22, 2012, 02:28:57 AM OK, well the parents of each cell come from a 45 degree rotated grid, like the picture below. So the stack of grids rotates 45 degrees each layer, and so you have to go up two layers to get half the resolution.
The rules map the on/off of the six parents shown in the picture to an on/off for the cell. So there are 64 combinations to map to on/off. I then reduce this down by keeping the rules symmetrical down the two axes of the 3x2 rectangle of parent cells. e.g. if 10 00 maps to 1 11 then 01 00 should also map to 1 11 and so should 11 00 10 and 11 00 01 Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 22, 2012, 09:17:29 AM Is any of the dynamic rules also using 45° shifts?
Title: Re: Fractal fire and other fractal life Post by: Tglad on March 23, 2012, 07:21:15 AM no, not really possible with that method.
Title: Re: Fractal fire and other fractal life Post by: kram1032 on March 23, 2012, 09:37:42 AM really?
I thought, static vs. dynamic is merely a layer-update-ordering thing? What you modelled there is kind of brain-like, btw. You have an immediate action level on high resolution and subsequent memory-layers of lower and lower resolutions, in a sense compressing the events of the biggest layer into the (given an appropriate rule-sets) most important features and then reacting on that... In a sense, the highest res layer would be a result of the above layers' creativity :) Title: Re: Fractal fire and other fractal life Post by: Tglad on March 27, 2012, 10:01:29 AM The intermediate levels would stop it being a dynamic fractal, giving unbounded communication speed and making the whole thing uncomputable, hard to explain but not to worry, there are other ways to approximate extra symmetries, and many rules to explore... really I/we should make a webGL version that somehow allows the rules to be written in script.
Here's some paisley from type 7- Title: Re: Fractal fire and other fractal life Post by: Tglad on April 21, 2012, 06:06:39 AM Updated:
- I have added a type 8, it is like type 7 but has a bigger search space. So more possible patterns but good ones take more searching - Added a time symmetric option (press 't'), patterns would play the same backwards. (This option isn't stored in the save files, so good to label you save file with whether it is the time symmetric version or not). Title: Re: Fractal fire and other fractal life Post by: kram1032 on April 24, 2012, 12:48:29 AM this pattern looks awesome :D |