Enhancements in this build:
- added empty rule "none" which does not change cells each generation
- can be postfixed with neighbourhood and/or bounded grid
- default colours are generations ramp
Yes: "rule = none"rowett wrote:dvgrn wrote:I don't really want to be using Generations when I'm doing this kind of pattern, with multiple states with custom colors. Is there something I could set the rule string to, so that I wouldn't get the "Invalid rule" message at the bottom?
Looks great! I was able to rebuild the 0E0P metacell explanation and make it quite a bit nicer.rowett wrote:Yes: "rule = none"
You'll still need custom colours since "none" uses the generations gradient by default.
You won't need "VIEWONLY" since playing the pattern does nothing for the "none" rule other than increment the counter.
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#C [[ ANGLE 45 GRID ]]
#C [[ COLOR 1 Yellow COLOR 2 Orange COLOR 3 Pink COLOR 4 Gray COLOR 5 Purple ]]
#C [[ COLOR 6 Blue COLOR 7 Cyan COLOR 8 Red COLOR 9 Green ]]
#C [[ LABELSIZE 12 LABELALPHA 1 LABELANGLE 315 COLOR LABEL White ]]
#C [[ POI X -108 Y 92 Z 32 ANGLE 45 POITRANS 0 ]] Point of interest #1
#C [[ LABEL 11 211 16 "Here's where it all starts\n-- five metacells forming a glider, in Stage E\n(shown in purple)" ]]
#C [[ POI X -88 Y 72 Z 32 POITRANS 0 ]] POI #2
#C [[ LABEL 31 191 16 "Metacells move to Stage F (blue).\n-- ready to start constructing children, SE first" ]]
#C [[ POI X -68 Y 52 Z 32 POITRANS 0 ]] POI #3
#C [[ LABEL 51 171 16 "Metacells remain in Stage F (blue).\nChildren constructed SE of each metacell\n(yellow cells, Stage A)" ]]
#C [[ POI X -48 Y 32 Z 32 POITRANS 0 ]] POI #4
#C [[ LABEL 71 151 16 "Metacells remain in Stage F (blue).\nChildren constructed NE of each metacell\n(yellow cells, Stage A)" ]]
#C [[ POI X -28 Y 12 Z 32 POITRANS 0 ]] POI #5
#C [[ LABEL 91 131 16 "Metacells remain in Stage F (blue).\nChildren constructed NW of each metacell\n(yellow cells, Stage A)" ]]
#C [[ POI X -8 Y -8 Z 32 POITRANS 0 ]] POI #6
#C [[ LABEL 111 111 16 "Metacells remain in Stage F (blue).\nChildren constructed SW of each metacell\n(yellow cells, Stage A)" ]]
#C [[ POI X 12 Y -28 Z 32 POITRANS 0 ]] POI #7
#C [[ LABEL 130 90 16 "Original metacells move to Stage G (cyan).\nParent metacells send their own states\nto each immediate neighbor. All receiving neighbors\nare recently constructed child metacells." ]]
#C [[ POI X 32 Y -48 Z 32 POITRANS 0 ]] POI #8
#C [[ LABEL 150 70 16 "Metacells move to Stage H (red)\nThe cycle is complete. The original metacells self-destruct.\nState signals from the original metacells are collected and\nstored in registers in each neighboring child cell,\nwhich have all now moved to Stage B (orange)" ]]
#C [[ POI X 52 Y -68 Z 32 POITRANS 0 ]] POI #9
#C [[ LABEL 170 50 16 "Original metacells are gone now\n(green is the background state, completely empty).\nThe four child metacells move to Stage C (pink)\nIn each metacell, the collected state values from each\nneighbor are used to calculate the future state of the cell." ]]
#C [[ POI X 72 Y -88 Z 32 POITRANS 0 ]] POI #10
#C [[ LABEL 190 30 16 "The child metacells move to Stage D (gray)\nIf a child metacell's new calculated state is 0, it\nself-destructs. Here all 13 child metacells survive.\nThis is what always happens in the first\nhalf-cycle, when a Moore-neighborhood rule\nis being emulated." ]]
#C [[ POI X 92 Y -108 Z 32 POITRANS 0 ]] POI #11
#C [[ LABEL 211 11 16 "The thirteen child metacells move to Stage E (purple)\nThe construction/signal/collect/decide cycle begins again.\nThis cycle happens twice in each 2^36 0E0P metacell cycle." ]]
#C [[ POI X -88 Y 112 Z 32 POITRANS 0 ]] POI #12
#C [[ LABEL 30 230 16 "The cycle restarts.\nNow there are thirteen metacells, all in Stage E\n(shown in purple)" ]]
#C [[ POI X -68 Y 92 Z 32 POITRANS 0 ]] POI #13
#C [[ LABEL 50 210 16 "The thirteen metacells move to Stage F (blue)\n-- ready to start constructing children, SE first" ]]
#C [[ POI X -48 Y 72 Z 32 POITRANS 0 ]] POI #14
#C [[ LABEL 70 190 16 "The thirteen metacells remain in Stage F (blue).\nThirteen children are constructed in the SE\n(yellow metacells, Stage A)" ]]
#C [[ POI X -28 Y 52 Z 32 POITRANS 0 ]] POI #15
#C [[ LABEL 90 170 16 "The thirteen metacells remain in Stage F (blue).\nFour more children are constructed in the NE\n(yellow metacells, Stage A)" ]]
#C [[ POI X -8 Y 32 Z 32 POITRANS 0 ]] POI #16
#C [[ LABEL 110 150 16 "The thirteen metacells remain in Stage F (blue).\nFour more children are constructed in the NW\n(yellow metacells, Stage A)" ]]
#C [[ POI X 12 Y 12 Z 32 POITRANS 0 ]] POI #17
#C [[ LABEL 130 130 16 "The thirteen metacells remain in Stage F (blue).\nOne more child is constructed in the SW\n(yellow metacell, Stage A)" ]]
#C [[ POI X 32 Y -8 Z 32 POITRANS 0 ]] POI #18
#C [[ LABEL 150 110 16 "Metacells move to Stage G (cyan).\nEach parent metacell sends its own state to each neighbor." ]]
#C [[ POI X 52 Y -28 Z 32 POITRANS 0 ]] POI #19
#C [[ LABEL 170 90 16 "Parent metacells move to Stage H (red).\nChild metacells move to stage B (orange).\nThe parent metacells self-destruct, as always.\nState signals from the parent cell are stored in registers\nin the new child cells." ]]
#C [[ POI X 72 Y -48 Z 32 POITRANS 0 ]] POI #20
#C [[ LABEL 190 70 16 "The thirteen parent metacells are gone now -- back to the\ngreen background state, completely empty.\nThe twenty-two child metacells move to Stage C (pink)\nIn each metacell, the collected neighbor states\nare used to calculate the future state of the metacell." ]]
#C [[ POI X 92 Y -68 Z 32 POITRANS 0 ]] POI #21
#C [[ LABEL 210 50 16 "The twenty-two child metacells move to Stage D (gray)\nIf a child metacell's calculated state is 0, it self-destructs.\nIn this case, where a B3/S23 glider is being emulated,\nonly five of the twenty-two child metacells survive." ]]
#C [[ POI X 112 Y -88 Z 32 POITRANS 0 ]] POI #22
#C [[ LABEL 230 30 16 "The five remaining metacells move to Stage E (purple).\nEmpty background locations are shown in green." ]]
#C [[ POI X 132 Y -108 Z 32 POITRANS 0 ]] POI #23 (initial position, because it was defined last)
#C [[ HEIGHT 600 POPUPHEIGHT 600 POPUPWIDTH 800 ]]
#C [[ LABEL 245 6 16 "Press 'J' to move forward through 0E0P stages,\nor 'Shift+J' to move backwards." ]]
x = 233, y = 233, rule = none
206.I$205.3I$204.5I$203.7I$202.3IEIE3I$201.3IEIEIE3I$200.5IEIEIE3I$
201.5IEIE3I$202.3IEIE3I$203.3IE3I$204.5I$205.3I$206.I8$186.I39.I$185.
3I37.3I$184.5I35.5I$183.7I33.7I$182.3IDID3I31.9I$181.3IDIDID3I29.6IE
4I$180.5IDIDID3I27.8IE4I$181.5IDID3I29.4IEIE4I$182.3IDID3I31.6IE2I$
183.3ID3I33.7I$184.5I35.5I$185.3I37.3I$186.I39.I8$166.I39.I$165.3I37.
3I$164.5I35.5I$163.7I33.2IHIH2I$162.3ICIC3I31.2IHIHIH2I$161.3ICICIC3I
29.2IHIHIDIH2I$160.5ICICIC3I27.4IHIHIDIH2I$161.5ICIC3I29.4IDIDIH2I$
162.3ICIC3I31.2IHIHID2I$163.3IC3I33.2IHIH2I$164.5I35.2IH2I$165.3I37.
3I$166.I39.I8$146.I39.I$145.3I37.3I$144.5I35.5I$143.7I33.2ICIC2I$142.
3IBIB3I31.2ICICIC2I$141.3IBHBHB3I29.2ICICICIC2I$140.5IBIBHB3I27.4ICIC
ICIC2I$141.5IBHB3I29.4ICICIC2I$142.3IBHB3I31.2ICICIC2I$143.3IB3I33.2I
CIC2I$144.5I35.2IC2I$145.3I37.3I$146.I39.I8$126.I39.I$125.3I37.3I$
124.5I35.5I$123.7I33.2IBIB2I$122.3IAIA3I31.2IBHBHB2I$121.3IAGAGA3I29.
2IBHBHBHB2I$120.5IAIAGA3I27.4IBHBHBHB2I$121.5IAGA3I29.4IBHBHB2I$122.
3IAGA3I31.2IBHBHB2I$123.3IA3I33.2IBHB2I$124.5I35.2IB2I$125.3I37.3I$
126.I39.I8$106.I39.I$105.3I37.3I$104.5I35.5I$103.7I33.2IAIA2I$102.3IA
IA3I31.2IAGAGA2I$101.3IAFAFA3I29.2IAGAGAGA2I$100.5IAIAFA3I27.4IAGAGAG
A2I$101.5IAFA3I29.4IAGAGA2I$102.3IAFA3I31.2IAGAGA2I$103.3IA3I33.2IAGA
2I$104.5I35.2IA2I$105.3I37.3I$106.I39.I8$86.I39.I$85.3I37.3I$84.5I35.
5I$83.7I33.2IAIA2I$82.3IAIA3I31.2IAFAFA2I$81.3IAFAFA3I29.2IAFAFAFA2I$
80.7IAFA3I27.4IAFAFAFA2I$81.5IAFA3I29.4IAFAFA2I$82.3IAFA3I31.2IAFAFA
2I$83.7I33.2IAFA2I$84.5I35.2IA2I$85.3I37.3I$86.I39.I8$66.I39.I$65.3I
37.3I$64.5I35.5I$63.7I33.2IAIA2I$62.3IAIA3I31.2IAFAFA2I$61.4IFAFA3I
29.2IAFAFAFA2I$60.7IAFA3I27.4IAFAFAFA2I$61.5IAFA3I29.4IAFAFA2I$62.4IF
A3I31.2IAFAFA2I$63.7I33.2IAFA2I$64.5I35.5I$65.3I37.3I$66.I39.I8$46.I
39.I$45.3I37.3I$44.5I35.5I$43.7I33.2IAIA2I$42.9I31.2IAFAFA2I$41.4IFAF
A3I29.3IFAFAFA2I$40.8IFA3I27.5IFAFAFA2I$41.6IFA3I29.4IAFAFA2I$42.4IFA
3I31.3IFAFA2I$43.7I33.3IFA2I$44.5I35.5I$45.3I37.3I$46.I39.I8$26.I39.I
$25.3I37.3I$24.5I35.5I$23.7I33.7I$22.9I31.3IFAFA2I$21.4IFIF4I29.3IFAF
AFA2I$20.8IF4I27.5IFAFAFA2I$21.6IF4I29.5IFAFA2I$22.4IF4I31.3IFAFA2I$
23.7I33.3IFA2I$24.5I35.5I$25.3I37.3I$26.I39.I8$6.I39.I$5.3I37.3I$4.5I
35.5I$3.7I33.7I$2.9I31.3IFIF3I$.4IEIE4I29.3IFIFIF3I$8IE4I27.5IFIFIF3I
$.6IE4I29.5IFIF3I$2.4IE4I31.3IFIF3I$3.7I33.3IF3I$4.5I35.5I$5.3I37.3I$
6.I39.I8$26.I$25.3I$24.5I$23.7I$22.3IEIE3I$21.3IEIEIE3I$20.5IEIEIE3I$
21.5IEIE3I$22.3IEIE3I$23.3IE3I$24.5I$25.3I$26.I!A POI can have any of the following settings defined:dvgrn wrote:One oddity that I ran into that I didn't really understand was why ANGLE and GRID commands had to be placed after the POI commands. Generally any view settings that came before the POI settings were ignored, or rather were overwritten as LifeViewer moved to each new POI location.
GRID seemed like a weird case, but it's probably just something about a POI command resetting the view to a default no-GRID condition. Not sure why any POI command should do anything to the initial view -- at least, I wasn't expecting them to have any effect until I navigated to those particular POIs.
That mostly makes sense. But if GRID is a global setting, then in the 0E0P showcase pattern above, why isn't the grid turned on?rowett wrote:A POI can have any of the following settings defined:
X, Y, ZOOM, ANGLE, DEPTH, LAYERS, THEME, GPS, STEP, STOP and LOOP
Anything from that list that is not defined in the POI is not changed when switching to that POI.
GRID is not a per POI setting and so is a global setting.
This was a bug fixed in build 327. POIs were causing the global settings to be ignored. Now the global settings are set and then modified if an INITIAL POI is defined.dvgrn wrote:That mostly makes sense. But if GRID is a global setting, then in the 0E0P showcase pattern above, why isn't the grid turned on?
Along the same lines, why isn't the initial view angle 45 degrees?
Firstly LifeViewer (perhaps controversially) has angles going from 0 to 360 clockwise. 0 is compass North, 90 is compass East, 180 is South and 270 is West.dvgrn wrote:Also, why are label angles = 360 minus view angles? Didn't expect that either, so my first try produced text turned vertically, 90 degrees clockwise from what I wanted.
@TABLEs are much more human-readable and human-writable than @TREEs. But @TREEs are a much more efficient internal representation of a rule. I seem to recall that Golly actually reads rule-table files just once and converts them immediately to an internal tree representation.rowett wrote:For RuleTables is there a reason why @TABLE is used rather than @TREE and vice versa? Is it historic or is each useful in its own right.
Thanks, it looks good. I really like the way that turned out -- a labeled walkthrough at the user's pace. It's hard to believe that POIs haven't seen much use since they were implemented... when I looked it up the first appearance turned out to be November 2015 (!?), which was even harder to believe.rowett wrote:Dave with the release of the new build which fixed the POI bug I fixed your post by adding INITIAL on the final POI.
I just made one more fix. I moved the line:dvgrn wrote:Thanks, it looks good. I really like the way that turned out -- a labeled walkthrough at the user's pace. It's hard to believe that POIs haven't seen much use since they were implemented... when I looked it up the first appearance turned out to be November 2015 (!?), which was even harder to believe.rowett wrote:Dave with the release of the new build which fixed the POI bug I fixed your post by adding INITIAL on the final POI.
Code: Select all
#C [[ GRID ANGLE 45 HEIGHT 600 THEME MCell GRIDMAJOR 0 ]]That would actually be enormously helpful for some of the animations I'm working on, where it's currently impossible to show -- for example -- a Garden of Eden where it belongs on the discovery timeline, thousands of ticks after T=0.rowett wrote:I had a thought, dangerous I know, that it might be useful to have a script command that pasted some RLE at a particular position on the grid. This could be used in conjunction with waypoints (the [[ T ]] command) to allow, for example, a glider to be dynamically inserted into a pattern at a certain generation.
Thoughts?
Demand for this is quite low at the moment, but it might be possible to create some demand with a few well-designed demonstrations. Glider-to-spaceship converters, if nothing else.rowett wrote:... And while I'm thinking about it how about converting the zero-player game into a one-player game by assigning a key binding to a non-temporal paste command so you could (for example) insert a glider at a specific position at any time during playback by tapping a key.
I was thinking of using LifeHistory state 6 cells to keep things being too explosive like in the existing LifeHistory example below:dvgrn wrote:Life being what it is, it's kind of hard to design an arcade game where you clean up, I don't know, a Space-Invaders-like cloud of gradually approaching spaceships in a bounded grid, by shooting gliders at them. The timing difference between success and sudden chaos is just a little too subtle, it seems to me
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#C [[ ZOOM 1 ]]
x = 457, y = 155, rule = LifeHistory
59.3B64.B125.B$58.BFBF2B60.4BF122.3B$58.6BF.B.F.F.B.F.F.B.F.F.B.F.F.B
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2A66BA30BABA2BA16B$56.23BA3B2A63B3A63BABA31BAB4A14BF3B63.F3.BF$57.24B
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29B2AB2A5B$57.7B61.7B117.4B3.4B.6B42.28BA8B2A32B2A32B2A32B2A6B$56.F7B
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4B6.9B45.F2BA3B14.8B$57.7B61.2BABA2B109.4B3.4B7.9B46.B3AB14.9B$56.F.
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11.10B$57.7B61.7B105.4B3.4B11.11B27.5BF.2B3.B.9B12.11B$56.F7BF59.F7BF
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27.9B.3B25.10BF.B2.8B$14.20B23.BA3BAB61.7B89.4B3.4B27.F7BF31.23B$13.B
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28.7B61.7B81.4B3.4B35.9B32.3B$56.F7BF59.F7BF79.4B3.BA2B37.7B34.F$57.
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.F.B.F.F.B.F9B38.3B.13BF10.4B3.4B49.BA3BA2B$55.11B.5B.5B.5B.5B.5B.5B.
4BA.5B.5B.13B37.5B.11B11.4B3.4B49.FBA3BABF$55.48BA2B2A27B37.5B.8B2.F
9.4B3.4B50.8B$54.BF48B2A3BA24B40.13B10.4B3.4B52.F6B$54.53BABA23BF41.
8B.4B8.4B3.4B53.6BF64.F$54.BF48B2A3BA23B43.7B2.4B6.4B3.4B54.7BF.B.F.F
.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F2.B.3B$55.48BA2B
2A24B45.5B.F2.4B4.4B3.4B55.F10B.5B.5B.5B.5B.5B.5B.5B.5B.5B2.7BF$57.F
7B2.5B.5B.5B.5B.5B.5B.4BA.5B.5B.10BF45.4B6.4B2.4B3.4B56.33B2A42B$59.
3B.B2.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F7B
45.4B7.8B3.4B56.33BABA41BFB$60.F64.F6B44.4B9.6B3.4B56.F32B2A45B$125.
6BF43.4B11.4B3.4B57.34BABA41BFB$125.8B41.4B11.6B.4B57.36B2A42B$124.F
7BF40.4B11.11B59.13B.5B.5B.5B.5B.5B.5B.5B.5B.5B.11B$124.8B40.4B11.4B
2.5B60.9BF.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.
F7BF$124.9B38.4B11.4B4.5B60.8B61.7B$125.7B38.4B11.2A2B6.4B60.F7BF59.
9B$124.F7BF36.4B11.2B2A8.4B12.B47.7B61.7B$125.7B36.4B11.2BAB10.4B10.
3B45.9B59.F.5B.F$124.F7BF34.4B11.4B12.4B9.3B46.7B61.7B$125.7B34.4B11.
4B14.4B7.4B45.F7BF59.F7BF$124.9B32.4B11.4B16.4B5.4B.F45.7B61.7B$125.
7B32.4B11.4B18.4B3.4B.3B43.F7BF59.9B$124.F7BF30.4B11.4B20.9B.6B42.7B
61.7B$125.7B30.4B11.4B22.15BF40.9B59.F.5B.F$25.F98.F2BABA2BF28.4B11.
4B24.15B41.7B61.7B$125.2B3A2B28.4B11.4B26.16B38.F7BF59.F7BF$124.3B3A
3B26.4B11.4B29.10B2A2B39.7B61.7B$20.F104.7B26.4B11.4B31.9B2A2B38.F7BF
59.9B$124.F7BF24.4B11.4B31.F2.11B39.7B61.7B$125.7B24.4B11.4B34.11B39.
9B59.F.5B.F$124.F.5B.F22.4B11.4B34.9B.F41.7B61.7B$125.7B22.4B11.4B34.
3AB.4B43.F7BF59.F7BF$124.9B20.4B11.4B34.3BA2.4BF43.7B61.7B$31.F92.10B
18.4B11.4B34.3BA2.F.2B44.F7BF59.9B$124.F7BF18.4B11.4B34.4B5.F46.7B61.
7B$125.7B18.4B11.4B34.4B52.9B59.F.5B.F$20.F9.2A92.F.5B.F16.4B11.4B34.
4B54.7B61.7B$30.2A93.7B16.4B11.4B34.4B54.F7BF59.F3BA3BF$124.9B14.4B
11.4B34.4B56.7B61.2B3A2B$75.F49.7B14.4B11.4B34.4B56.F7BF59.2BA3BA2B$
7.F23.F35.F56.F7BF12.4B11.B2DB34.4B58.7B61.B2AB2AB$2.F17.3A101.8B12.
4B11.2B2D34.4B58.9B59.F.5B.F$22.A6.F94.F7BF10.4B11.4B34.4B60.7B61.7B$
F20.A2.F42.2A9.F46.7B10.4B11.4B34.4B60.F7BF59.F7BF$67.2A55.9B8.4B11.
4B21.B12.4B62.7B61.7B$119.2B4.7B8.4B11.4B21.3B10.4B62.F.5B.F59.9B$2A
116.5B2F7BF3B3.4B11.4B22.3B9.4B64.B2AB2AB61.7B$2A9.F55.F11.F38.24B11.
4B23.4B7.4B64.2BA3BA2B59.F.5B.F$117.24B11.4B23.F.4B5.4B66.2B3A2B61.7B
$69.F13.F33.23B11.4B23.3B.4B3.4B66.F3BA3BF59.F7BF$F117.21B11.4B22.6B.
9B68.7B61.7B$73.F11.F31.23B9.4B22.F15B68.F.5B.F59.9B$118.21B9.4B23.
15B70.7B61.7B$80.A38.19B9.4B22.16B70.9B59.F.5B.F$81.A2.2A37.B.10B11.
4B23.2B2A10B73.7B61.7B$74.F4.3A2.2A40.8B11.4B24.2B2A9B73.F7BF59.F7BF$
11.F115.6B11.4B25.11B2.F73.7B61.7B$11.F115.5B11.4B27.11B74.F.5B.F59.
9B$85.F41.6B9.4B29.F.9B74.7B61.7B$126.8B7.4B33.4B.4B72.9B59.F.5B.F$
125.4B.5B6.4B21.D.D8.F4B2.4B72.7B61.7B$124.4B4.4B2.F.5B19.D5.D8.2B.F
2.4B70.F7BF59.F7BF$123.4B6.4B2.BA5B34.F5.4B70.7B61.7B$79.F42.4B8.4B.A
B2A4B16.D3.C3.D15.4B68.F.5B.F59.9B$121.4B10.4BA3BA4B18.2C19.5B35.3B
30.7B61.7B$120.4B9.F2.4BA3B.5B13.D2.C.C2.D17.4B32.7B27.9B59.F.5B.F$
119.4B11.7BA3B.5B39.4B30.10B26.7B61.7B$118.4B10.F2BA6BA3B.3B14.D5.D
20.4B.F.F.B.F.F.B.F.F.B.F.F.B.F3.12B23.F7BF59.F7BF$118.3B12.B3A9BF19.
D.D23.28B3.14B23.7B61.7B$118.2B14.AB3A7B43.B2.4BA3BA36BF21.F.5B.F59.
9B$118.B15.F.B2A6B43.2AB.3BA4BA36BF22.7B61.7B$137.BA6B43.2A6B2A39B22.
9B59.F.5B.F$136.F2BA3BF45.2B.3BA4BA38B21.7B61.6B$137.BA3B50.4BA3BA23B
4.11BF.B.F.F.B.F.F.A.F3.F7BF.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.
F.F.B.F.F.B.F.F.B.F7B$138.A3B50.28B10.13B.5B.3BA4BF28B.5B.5B.5B.5B.5B
.5B.12B$191.BF2B.F.F.B.F.F.B.F.F.B.F.F.B.F9.21B2AB2A44B2A33B$229.21B
2A48BABA33B$229.20B3A50B2A32BF$230.20B2A48BABA33B$229.F21B2AB2A44B2A
33B$230.7B.5B.5B.3BA3BF2BF26B.5B.5B.5B.5B.5B.5B.10BF$229.7BF2.F.B.F.F
.B.F.F.A.FB5.7BF.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.F.B.F.
F.B.F6B$230.5B28.F4B60.2BFBFB$231.3B31.B64.3B$232.B.F!
Code: Select all
x = 39, y = 48, rule = LifeHistory
36.A$36.A.A$36.2A4$30.A$30.A.A$30.2A14$33.A$33.A.A$33.2A8$6.2A14.A$6.
2A14.A.A$22.2A$3.2A$3.2A2$2A$2A$15.2A$15.2A19.2A$36.A.A$12.2A22.A$12.
2A2$9.2A$9.2A!
[[ ANGLE 45 ZOOM 6 GPS 20 STOP 130 ]]
Puzzles! Fire the glider (or gliders) at the right time to solve a problem. A more interactive alternative of the static build a pattern, try it, wrong answer, adjust pattern, repeat.dvgrn wrote: So it seems like this feature would mostly be useful for stable-circuitry patterns (and for causing large explosions, not that there's anything wrong with that.) What other use cases are you thinking about? I'm probably missing something good.