I am pretty sure I wrote it much earlier than 2010... Some methods timeStamps are 1999 so that is more plausible.
It is cool that it runs... But Smalltalk is not modular or designed to be timeless but it still runs. That might be something we should consider what it means.
On Fri, Jan 20, 2023 at 3:42 PM Bernardo Ezequiel Contreras < vonbecmann@gmail.com> wrote:
working code from 2010-04-27 08:21:25. impressive!
On Fri, Jan 20, 2023 at 5:33 PM Yoshiki Ohshima Yoshiki.Ohshima@acm.org wrote:
Amazingly, the LifeMorph does load into Squeak 6:
http://www.squeaksource.com/LifeGame.html
Making it 1600x1600 and it runs at 40 fps on my M1 Max Mac.
On Thu, Jan 19, 2023 at 10:09 AM Yoshiki Ohshima Yoshiki.Ohshima@acm.org wrote:
I think I once made a Morph called LifeMorph, that used the BitBlt magic Tim mentioned. That was pretty fast 20 years ago.
I can't say I have the code handy, but I do find it mentioned here for example.
https://wiki.squeak.org/squeak/2000
On Mon, Jan 16, 2023 at 12:01 PM karl ramberg karlramberg@gmail.com wrote:
Very cool. I would not volunteer to refactor that :-D
It's tricky to get high performance GameOfLife in Squeak. Here is a morph I worked on. I use an array as data structure. Each cell is an integer. Neighbouring cells alive are 0 to 8 and alive cell are 10 + neighbours.
It gets a decent framerate.
Best, Karl
On Mon, Jan 16, 2023 at 5:43 PM Eliot Miranda eliot.miranda@gmail.com wrote:
A fabulous example of Turing completeness and by far the most sophisticated Life system I’ve seen. https://woodrush.github.io/blog/posts/2022-01-12-lisp-in-life.html
The video is here:
[image: youtube-ss.png]
_,,,^..^,,,_ (phone)
-- -- Yoshiki
-- -- Yoshiki
-- Bernardo E.C.
Sent from a cheap desktop computer in South America.