Great Yoshiki.
The extent: method was a little wonky.
Here is a suggested fix :-)

Best,
Karl


On Fri, Jan 20, 2023 at 9:33 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.


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: 

youtube-ss.png

_,,,^..^,,,_ (phone)


--
-- Yoshiki



--
-- Yoshiki