Log In  

Now much more screensaver-y!

Cart #clock_life-1 | 2024-03-28 | Embed ▽ | License: CC4-BY-NC-SA
7

After seeing some of the other Game of Life posts today, I thought I'd take a shot at the problem. This implementation runs at 480x270 / 60fps using a little over 50% CPU. Userdata ops are used to compute neighbor counts, and I initially tried using userdata ops to apply the changes to the grid as well - but that was just a little too slow (~90% CPU, so Picotron wouldn't run it full speed). This version uses color tables to apply the updates instead, which is much faster.

Color tables seem incredibly powerful. I'm curious to see what else people do with them.

Changelog

  • 0.2 - now the clock moves
P#144494 2024-03-26 04:31 ( Edited 2024-03-28 19:12)

2

It's something unpredictable, but in the end it's right.

P#144498 2024-03-26 04:48

You're right, that WOULD have been a better thread title....

P#144499 2024-03-26 04:50 ( Edited 2024-03-26 05:06)

[Please log in to post a comment]