Tiling in Golly 2: Uniform, Dual-Uniform, and Misc Tiling
Posted: June 12th, 2013, 3:01 am
Part 1 of these postings is here: viewtopic.php?f=11&t=1123
If you want to skip all the text below, here's what you want to download:
================================================================
Open this link:
https://drive.google.com/folderview?id= ... sp=sharing
Select "For Golly 2.4" or "For Golly 2.5", and then download ""Tiling Project Parts 1 & 2"
(These are the same files which were listed in Part 1.)
================================================================
In this post I'll cover the 22 tilings listed here:
http://en.wikipedia.org/wiki/List_of_co ... rm_tilings
(I suggest opening this link in another window for reference)
Hexagonal tiling and regular triangular tiling are covered elsewhere on this forum.
Hexagonal Tiling: See viewtopic.php?f=7&t=263 , viewtopic.php?f=11&t=632&p=4342 , viewtopic.php?f=11&t=1027 , viewtopic.php?f=11&t=935, and others as well.
Triangular Tiling: See Andrew's Trilife script, and viewtopic.php?f=11&t=960&p=7016 , viewtopic.php?f=11&t=965 , and viewtopic.php?f=11&t=1023&p=7417
Excluding square, hex, and regular-triangular tilings, that leaves 16 tilings.
Of the 16 tilings, using only lifelike rules, I found spaceships in 14 of them -- I couldn't find spaceships in Pentagonal Floret tiling or the related Deltoidal Trihexagonal tiling. This was a surprise to me, as tiles in the two tilings have 8 and 9 neighbors respectively, as opposed to some of the more exotic tilings.
Of the 16 tilings, I could figure out how to emulate all but two of them in a reasonable number of states -- I couldn't find a Golly-compatible emulation for Triakis Triangular tiling or Kisrhombille tiling, although I was able to emulate them on my own CA program, and could find spaceships and other patterns that way.
Here's a rundown of the 16 tilings:
Truncated Square Tiling: Octagons with 8 neighbors and squares with four neighbors alternate on a checkerboard. This tiling's emulation is nice in that Golly cells don't have to be split into tiles -- instead, the Moore and von Neumann neighborhoods can stand in for octagons and squares. To show which cells touch, octagons can be represented with square icons, and squares can be represented with diamond icons.
In other threads on this forum, people have discussed alternating between the Moore and Von Neumann neighborhoods by generation, or by birth and survival (8 neighbors for birth, 4 for survival), so this tilling can be seen as another way to alternate - in space -between the two neighborhoods.
Many of the B2 rules are non-exploding rules with spaceships, puffers, rakes, etc. I didn't explore this tiling very much, as it seemed less exotic to me than many of the others, but there are almost sure to be lots of B2 rules which allow for interesting engineering (guns, etc). TruncatedSquare-B2/S346 has ships, puffers, and rakes. There is a a very common naturally occurring backrake, and its mechanism relies on briefly creating and then destroying a forward traveling spaceship.
Tetrakis Square Tiling: I thought this tiling would be a bit boring - just another triangular tiling - but it is fun.
TetrakisSquare-B1/S is the most lifelike B1/S I've ever seen! Spaceships, puffers, breeders, etc. Various B3 and B4 rules have spaceships.
Snub Square Tiling: Squares with 12 neighbors and triangles with 9 neighbors alternate. This link shows how the tiling can be implemented on a checkerboard: http://en.wikipedia.org/wiki/Snub_squar ... ed_tilings
B3 rules readily form spaceships, although many of them slowly explode as spaceships collide and form new spaceships. B3/S23 has sparky spaceships, and has analogs to small life patterns - the blinker, the tub, the barge, etc. I thought it was funny to see a blinker made of triangles and squares.
Cairo Pentagonal Tiling: This tiling was covered in part 1. To be continued.
If you want to skip all the text below, here's what you want to download:
================================================================
Open this link:
https://drive.google.com/folderview?id= ... sp=sharing
Select "For Golly 2.4" or "For Golly 2.5", and then download ""Tiling Project Parts 1 & 2"
(These are the same files which were listed in Part 1.)
================================================================
In this post I'll cover the 22 tilings listed here:
http://en.wikipedia.org/wiki/List_of_co ... rm_tilings
(I suggest opening this link in another window for reference)
Hexagonal tiling and regular triangular tiling are covered elsewhere on this forum.
Hexagonal Tiling: See viewtopic.php?f=7&t=263 , viewtopic.php?f=11&t=632&p=4342 , viewtopic.php?f=11&t=1027 , viewtopic.php?f=11&t=935, and others as well.
Triangular Tiling: See Andrew's Trilife script, and viewtopic.php?f=11&t=960&p=7016 , viewtopic.php?f=11&t=965 , and viewtopic.php?f=11&t=1023&p=7417
Excluding square, hex, and regular-triangular tilings, that leaves 16 tilings.
Of the 16 tilings, using only lifelike rules, I found spaceships in 14 of them -- I couldn't find spaceships in Pentagonal Floret tiling or the related Deltoidal Trihexagonal tiling. This was a surprise to me, as tiles in the two tilings have 8 and 9 neighbors respectively, as opposed to some of the more exotic tilings.
Of the 16 tilings, I could figure out how to emulate all but two of them in a reasonable number of states -- I couldn't find a Golly-compatible emulation for Triakis Triangular tiling or Kisrhombille tiling, although I was able to emulate them on my own CA program, and could find spaceships and other patterns that way.
Here's a rundown of the 16 tilings:
Truncated Square Tiling: Octagons with 8 neighbors and squares with four neighbors alternate on a checkerboard. This tiling's emulation is nice in that Golly cells don't have to be split into tiles -- instead, the Moore and von Neumann neighborhoods can stand in for octagons and squares. To show which cells touch, octagons can be represented with square icons, and squares can be represented with diamond icons.
In other threads on this forum, people have discussed alternating between the Moore and Von Neumann neighborhoods by generation, or by birth and survival (8 neighbors for birth, 4 for survival), so this tilling can be seen as another way to alternate - in space -between the two neighborhoods.
Many of the B2 rules are non-exploding rules with spaceships, puffers, rakes, etc. I didn't explore this tiling very much, as it seemed less exotic to me than many of the others, but there are almost sure to be lots of B2 rules which allow for interesting engineering (guns, etc). TruncatedSquare-B2/S346 has ships, puffers, and rakes. There is a a very common naturally occurring backrake, and its mechanism relies on briefly creating and then destroying a forward traveling spaceship.
Tetrakis Square Tiling: I thought this tiling would be a bit boring - just another triangular tiling - but it is fun.
TetrakisSquare-B1/S is the most lifelike B1/S I've ever seen! Spaceships, puffers, breeders, etc. Various B3 and B4 rules have spaceships.
Snub Square Tiling: Squares with 12 neighbors and triangles with 9 neighbors alternate. This link shows how the tiling can be implemented on a checkerboard: http://en.wikipedia.org/wiki/Snub_squar ... ed_tilings
B3 rules readily form spaceships, although many of them slowly explode as spaceships collide and form new spaceships. B3/S23 has sparky spaceships, and has analogs to small life patterns - the blinker, the tub, the barge, etc. I thought it was funny to see a blinker made of triangles and squares.
Cairo Pentagonal Tiling: This tiling was covered in part 1. To be continued.