Author Topic: Observations of Cellular Automata simulating particles  (Read 12554 times)

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Offline shmibs

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Re: Observations of Cellular Automata simulating particles
« Reply #15 on: November 20, 2012, 10:48:22 am »
that's really cool =D
maybe it could be made into a game of some sort. something like a flea circus, where the player has to set up a number of elements and try to get it to complete the course.

The fiziness is actually quite realistic. We just happen to be looking at very, very small amounts of water. Fish breathe the 'fizz' in real water.

dissolved oxygen isn't really the same thing, and that only comes in a few parts per million, anyways, so it'd be unlikely to see even one with this number of particles :P
« Last Edit: November 20, 2012, 10:48:48 am by shmibs »

Offline Eiyeron

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Re: Observations of Cellular Automata simulating particles
« Reply #16 on: November 20, 2012, 03:50:37 pm »
This thread interesses me... What about 3D fluid cellular automata? This is giving me ideas with trixel rendering...

Offline shmibs

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Re: Observations of Cellular Automata simulating particles
« Reply #17 on: November 20, 2012, 05:00:52 pm »
voxels you mean?

that would be REALLY REALLY cool =D
someone should make a 3d dust toy.
« Last Edit: November 20, 2012, 05:01:59 pm by shmibs »

Offline willrandship

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Re: Observations of Cellular Automata simulating particles
« Reply #18 on: November 20, 2012, 05:30:28 pm »
Well, but if we look at water on a molecular level we find many, many variable-length gaps between the molecules. Often, these are larger than the molecules themselves.


Offline ruler501

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Re: Observations of Cellular Automata simulating particles
« Reply #19 on: November 20, 2012, 05:45:36 pm »
voxels you mean?

that would be REALLY REALLY cool =D
someone should make a 3d dust toy.
The people from powder actually talked about that, but they decided that it would be too inefficient(If I remember correctly). It'd be really interesting but could run really slow if you put much in it
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Offline willrandship

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Re: Observations of Cellular Automata simulating particles
« Reply #20 on: November 20, 2012, 05:50:17 pm »
well, powder is written in java......:P

Minecraft is essentially a minimal CA with some real physics on top.

Offline Xeda112358

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Re: Observations of Cellular Automata simulating particles
« Reply #21 on: November 20, 2012, 07:47:14 pm »
Hmm, actually, the only difficulty with 3D stuff is that you would need to store the 3D image. Then, you just need a creative way to "pixel test." For example, if I wanted to use a 3D graph of z(x,y), when a particle moves "down", you would pixel test by testing if it is within a certain bound of the equation (for example, you could test between x+.05 and x-.05 and the same for the y values to see if there is a barrier in the region). Then, you need an efficient way to check for collision with particles XD Yeah, I guess that could get inefficient pretty quickly o.o

Offline aeTIos

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Re: Observations of Cellular Automata simulating particles
« Reply #22 on: November 21, 2012, 10:02:09 am »
or just have cubes?
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Offline shmibs

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Re: Observations of Cellular Automata simulating particles
« Reply #23 on: November 21, 2012, 10:32:03 am »
xeda, i don't see why the movements, at least, couldn't be done the exact same way as they are in 2d, just using a 3d matrix?
the only thing that would really slow stuff down would be graphics.

Offline willrandship

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Re: Observations of Cellular Automata simulating particles
« Reply #24 on: November 21, 2012, 02:54:37 pm »
Shmibs, the speed per-pixel isn't the problem. It comes more from the fact that you have an extreme number more pixels to deal with.

Example: A small box of water (60x60x60 should be enough to show it well) has 216000 pixels, versus a 2D 3600 pixels. That's 60x the work.

Offline Xeda112358

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Re: Observations of Cellular Automata simulating particles
« Reply #25 on: November 21, 2012, 07:04:31 pm »
Yeah, it is more an issue of memory as opposed to computing. The 3D rule would be move down if possible, or choose one of the directions on the X-Z plane if that didn't work, or move up if none of those worked. I was trying to see how it would work if you used 3D equations (I imagined using something like Graph3D, tilting the graph, and having the particles all fall out around the graph). That would be easier on memory, but much slower to handle all of the collisions.

Offline Roboman

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Re: Observations of Cellular Automata simulating particles
« Reply #26 on: December 02, 2012, 11:07:37 am »
ATM we don't care too much at how fast it is, lets just get the memory issue sorted out so we can get a running version :D
And if it is REALLY slow... lets just take a time laps screenie XD
« Last Edit: December 02, 2012, 11:09:30 am by Roboman »
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Re: Observations of Cellular Automata simulating particles
« Reply #27 on: December 02, 2012, 01:21:09 pm »
Actually, the other day I just happened to make a 3d Cellular Automata to test the new 3D engine i was working on =P  Here, check it out!

It takes command line arguments <mode> <size>, where mode is 0 for a 3d life-like simulation, and 1 is my fail attempt at a water simulation, and size is a number that determines how big the "field" is.  the defaults are 0 and 20, and i would recommend not going over 100.

Fly around with WASD and arrow keys, and change the simulation speed with - and =

https://docs.google.com/open?id=0B7yzzD91paU_aUpwMHhKUEtRblU
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Offline nikitouzz

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Re: Observations of Cellular Automata simulating particles
« Reply #28 on: December 02, 2012, 04:32:02 pm »
good jobs :)

can I see the source code ? :) i'm interressing because i write in french one tutorial of the cellular automate :)

thanks
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Offline willrandship

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Re: Observations of Cellular Automata simulating particles
« Reply #29 on: December 02, 2012, 08:43:19 pm »
Your program has no way to move up and down. Sideways movement is relative to the direction faced, but vertical movement is not tied in the same way. Not sure if that's intentional.