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John.Maloney at disney.com
John.Maloney at disney.com
Sat Mar 16 18:31:50 UTC 2002
Helge,
Any thoughts on StarSqueak primitives that could be added to speed
up your StarSqueakLife simulation? Perhaps a primitive to sum up
some numeric property of the 8 adjacent cells? (I haven't looked at
your code, but I can imagine how it must work...)
-- John
At 7:28 PM -0800 3/15/02, Helge Horch wrote:
>At 23:30 15.03.2002 +0100, Hannes Hirzel wrote:
>>What perhaps misled me: The simulations are still rather _slow_.
>
>Well, StarSqueak*Life* is kindof slow, yes. I gauge AntColony, ForestFire,
>and SlimeMold as exceptionally *snappy*. IIRC the Java-StarLogo project
>folks *envied* us for the speed we Squeakers got. All thanks to John Maloney.
>
>There are faster Life implementations than StarSqueakLife out there, first
>and foremost Dan's tricky BitBlt version. After all, in Conway's game
>definition, there was nothing else to cells than "alive or dead." You can
>just treat the field as a whole, and flip bits. Except, StarSqueakLife
>implements the game differently, and more costly: Each cell has an
>identity as a LifeTurtle object, and decides for itself whether it will
>live on or die. Autonomously. Each queries its neighbours, knows its age,
>and changes its color and its very existence accordingly. The game is
>turned inside-out. I recommend Resnick's book (Turtles, Termites, and
>Traffic Jams) and the code.
>
>E.g., see LifeTurtle>>live and how LifeTurtles account for the fact that a
>randomly initialized StarSqueakWorld may place multiple turtles on the same
>spot: They shriek and steam off into random directions, turning "Color
>tan" in the process...
>
>Maybe Bijan and Tansel were right. I should have found the time to write
>more about it. Yeah, I know. But well, you know...
>
>Cheers,
>Helge
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