Creating/simulating landmasses & maps with cellular automata?
Posted: May 6th, 2020, 12:50 am
Hello all, I am curious as to whether it could be possible to create a simulated landmass shape with a coastline, possibly for map-making or the like, using a cellular automaton. I have tried to come up with rules so far, and the closest one I can find is like this:
B34i/S1e2ei3ei4-cny5678
After about a certain soup density (I chose 10%) landmasses start exploding in various directions and eventually stop (this rule does not typically expand infinitely and has no common wickstretchers or spaceships from what I've seen in random soups), leading to large accumulated landmasses with many lakes- this is why I am provisionally calling it "land of lakes". These landmasses have oscillating sections, both on the inside and on the coast.
For example this simple 11-cell pattern
evolves into a large landmass with a population of over 183k.
My wonderment is, are there rules that work similarly, and can show properties of landmasses like this one, but function differently (perhaps not having as many lakes, or having islands or something?)

B34i/S1e2ei3ei4-cny5678
After about a certain soup density (I chose 10%) landmasses start exploding in various directions and eventually stop (this rule does not typically expand infinitely and has no common wickstretchers or spaceships from what I've seen in random soups), leading to large accumulated landmasses with many lakes- this is why I am provisionally calling it "land of lakes". These landmasses have oscillating sections, both on the inside and on the coast.
For example this simple 11-cell pattern
Code: Select all
x = 5, y = 3, rule = B34i/S1e2ei3ei4-cny5678
5o$b2obo$2b3o!
My wonderment is, are there rules that work similarly, and can show properties of landmasses like this one, but function differently (perhaps not having as many lakes, or having islands or something?)