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Posted: 05 Jul 2008, 01:29
by Androidmonk
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!

Posted: 05 Jul 2008, 10:23
by nay-seven
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...

Posted: 06 Jul 2008, 21:47
by senso
not really a pb to do that with a script?
the output could be a set of array's

Posted: 11 Jul 2008, 12:24
by zenzak
I try to do a Game of Life user module; I have uploaded it...

Posted: 11 Jul 2008, 12:47
by senso
great !
what is the data out value? how do you calculate it?

Posted: 11 Jul 2008, 13:05
by bsork
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

Posted: 15 Jul 2008, 17:54
by zenzak
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.
.
.
.
.

Posted: 15 Jul 2008, 19:00
by senso
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?

Posted: 15 Jul 2008, 23:16
by moody33
zenzak wrote:zenzak
. i prepare an other module with bouncing balls.

.
Cool!

Posted: 15 Jul 2008, 23:32
by nay-seven
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

Posted: 18 Jul 2008, 17:07
by zenzak
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

Posted: 18 Jul 2008, 17:52
by runagate
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!

Posted: 18 Jul 2008, 19:27
by moody33
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.

Posted: 19 Sep 2008, 00:23
by Androidmonk
Here's an interesting description of how the WolframTones site makes music with 1D (Wolfram) cellular automata:

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

Posted: 28 Sep 2008, 09:37
by nay-seven
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

Posted: 06 Sep 2010, 10:50
by soundmind
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.