Does anybody have an implementation of life for Squeak?
The point is: I've done one, using BitBlt, or Form, or Canvases or something like one of those (I don't remember which). The cells where directly pixels, and I used pixelValueAt: aPoint (I think) to access it. I tried this approach becouse I think that it'll faster to access, and ofcourse faster to draw on the screen... but it's still slow. My intention is to make an infinite life field (without bounds). So... does anybody have a fast implementation of this?
Alive Bye! Richie++
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Does anybody have an implementation of life for Squeak?
The point is: I've done one, using BitBlt, or Form, or Canvases or something like one of those (I don't remember which). The cells where directly pixels, and I used pixelValueAt: aPoint (I think) to access it. I tried this approach becouse I think that it'll faster to access, and ofcourse faster to draw on the screen... but it's still slow. My intention is to make an infinite life field (without bounds). So... does anybody have a fast implementation of this?
I don't know if this is what you want, but here's s port to Squeak of my BitBlt Life program that first appeared in the August 1981 isue of Byte magazine.
To run it, execute... Display restoreAfter: [(Life new size: 400) run]. This will run noticeably faster if you set your display depth to 1.
It does a 400x400 generation in 43ms on my 250MHz G3.
Enjoy - Dan
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0,1882,2,2908,71,
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