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cellular automata

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Androidmonk
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Unread post by Androidmonk » 05 Jul 2008, 01:29

Now I'm probably dreaming, but this would be amazing! To have a module that implemented some form of cellular automation rule, either 1d or 2d. It would be like two sequencers in one (x & Y axis). Imagine Conway's Game of Life driving your beats, or midi notes!

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nay-seven
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Unread post by nay-seven » 05 Jul 2008, 10:23

some synthedit users ask for this some months ago too..
and Etric Van Meyer has made a module in this way , somes try it and the better result i've know is Lifecycle by Johne :

http://www.urthwurk.com/johne/vst.html

with an audiotomidi(pitch) patch behind you could expect cool results...

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senso
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Unread post by senso » 06 Jul 2008, 21:47

not really a pb to do that with a script?
the output could be a set of array's

zenzak
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Unread post by zenzak » 11 Jul 2008, 12:24

I try to do a Game of Life user module; I have uploaded it...

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senso
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Unread post by senso » 11 Jul 2008, 12:47

great !
what is the data out value? how do you calculate it?

bsork
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Unread post by bsork » 11 Jul 2008, 13:05

Nice work - but when I expanded the window it behaved strange. Maybe CellSize should be relative to the window size instead of the other way around? (That is, if I have understood the source... :)) Then you can operate with a fixed size X/Y matrix as well, which I reckon will make things simpler when/if you're outputting array(s).
zenzak wrote:how to auto trigger the module
Isn't that what the generate button is for, or have I misunderstood completely?
zenzak wrote:and how to have an out array ??
I haven't really got around to create user modules myself (I know I should!), but can't you create an output parameter of type ptArray just like in the scripts? I suppose the single value data output would be replaced by one or more arrays?
zenzak wrote:... and finaly what to do with it ;-)
I have no idea...

PS
I have had a bit of fun entering a handful of cells, and then clicking generate. The results puzzles me a bit. I don't find it strange that the "population" dies out with just a few non-neighbouring cells to start with, but now I've created something that switches between 8 cells in a "circle" and 8 in a "cross" every time I click generate. The cells aren't connected in either. For all I know, this might be perfectly in line with the theory, but real cells don't behave like that, do they?
DS
Bjørn S

zenzak
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Unread post by zenzak » 15 Jul 2008, 17:54

the data values are just x*y... I have corrected some little bugs and i'ill upload a new version with x and y as out values and perhaps some predifined shapes.
Cdt
zenzak
. i prepare an other module with bouncing balls.
.
.
.
.

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senso
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Unread post by senso » 15 Jul 2008, 19:00

thanks for the explanation
zenzak wrote:. i prepare an other module with bouncing balls.
I'm impatient to test.
I have a request: can you make 'balls' proportional to the size of the moving area?

moody33
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Unread post by moody33 » 15 Jul 2008, 23:16

zenzak wrote:zenzak
. i prepare an other module with bouncing balls.

.
Cool!

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nay-seven
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Unread post by nay-seven » 15 Jul 2008, 23:32

yep , love this kind of tools too
if this can give you some inspiration , i use this one as vst :

BallSequencer

http://upland.no/software.html

zenzak
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Unread post by zenzak » 18 Jul 2008, 17:07

I've download a new version of the Game of Life Module. Some bugs are fixed and i add two array out with x and y points. A sample workspace is joined in the archive to test the module.

zenzak

runagate
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Unread post by runagate » 18 Jul 2008, 17:52

nay-seven wrote:yep , love this kind of tools too
if this can give you some inspiration , i use this one as vst :

BallSequencer

http://upland.no/software.html
I love that plug-in.

I'd also love a native module in Usine!

moody33
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Unread post by moody33 » 18 Jul 2008, 19:27

Thanks you Zenzak.

For those who don't know game of life: http://www.bitstorm.org/gameoflife/
The Rules

For a space that is 'populated':
Each cell with one or no neighbors dies, as if by loneliness.
Each cell with four or more neighbors dies, as if by overpopulation.
Each cell with two or three neighbors survives.
For a space that is 'empty' or 'unpopulated'
Each cell with three neighbors becomes populated.

Androidmonk
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Unread post by Androidmonk » 19 Sep 2008, 00:23

Here's an interesting description of how the WolframTones site makes music with 1D (Wolfram) cellular automata:

http://tones.wolfram.com/about/how.html

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nay-seven
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Unread post by nay-seven » 28 Sep 2008, 09:37

here a Tutorial about building a MIDI game of life sequencer in processing.
You can download the sourcecode...

http://vimeo.com/1824904?pg=embed&sec=1824904

soundmind
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Unread post by soundmind » 06 Sep 2010, 10:50

I know this is an old thread but couldn't this be done with a matrix and some logic modules? I just can't grasp how to implement it though.

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