WireWorld DS 1.0 RC1

Destructobot

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WireWorld DS 1.0 RC1
DS Version of a Cellular Automaton
wireworld_1.0_RC1.png

WireWorld DS is a DS version of the cellular automaton under the same name. See the Wikipedia article for more information about WireWorld.

So far WireWorld DS has:
- basic WireWorld implemented
- editor builtin
- clear/clear electrons
- settings, some more settings!
- a title screen
- scrolling.

Changes:
+ - added
- - removed
* - modified
/ - bugfixed
! - important
. - unimportant but still
$ - something
QUOTE said:
1.0 RC1:
! The first released 1.0 version!
+ scrolling finished
/ scanline/refresh bug fixed
* Moved to a 1D array (now some code uses one for instead of two, but some still needs 2D, and so i use a 1D-to-2D #define converter)
$ something else maybe, i don't know

1.0 beta 0:
! Had this evil scanline/refresh bug.
+ scrolling half-done

0.6:
+ LOTS of optimizations. And i mean LOTS.
/ i think some bugfixes, unsure
+ Added controls information on the touch screen while on the title.
! maybe something else, i don't know.

0.5a:
. fixed the thread a bit
/ fixed the annoying map uninitalization bug
* modded the title screen a bit
+ now you can toggle between slow/normal motion on the touch screen

0.5:
! Sadly, it dosen't feature scrolling, it's TOO SLOW to be used.
+ a title screen
+ Toggling between slow and normal motion
+ You can now save your previous state before running the generation,
it'll be there when you'll stop it!
/ fixed the dreaded loading bug
/ Fixed a little annoying issue.
+ Added a non-DLDI version to the ZIP.
maybe something else, i don't know.

0.4:
* OH MY GOD SPEEDED UP THE SLOWEST FUNCTION 34 TIMES (thanks eKid!)
/ Fixed the saving bug by accident
* Some very little changes in the engine.

0.3:
+ ADDED LOADING (and saving)
! sorry, but saving was buggy.

0.2a:
/ fixed the start/stop button toggling too fast

0.2:
* Improved drawing engine (requested by 0xtob, thanks for his algorithm)
+ little improvments
- DLDI compilancy (just wasted file size for now)

0.1b:
+ Added clear function
+ Added "kill electrons"
/ Made the lower-right icon show the right icon.

0.1:
/ Fixed many 0.02 bugs
/ Somebody from #dsdev changed globals to locals.
/ Changed YX's to XY's.

0.02
! Pre-release version
! Didn't have many bugs, but still
+ Added the lower-right "state indicate" icon
/ Fixed 0.01b bugs

0.01b
! Pre-release version
! Had a lot of bugs
+ Added cellular simulation
/ Fixed bugs from 0.01

0.01
! Pre-release version
! Had a lot of bugs
* Ported from Pascal to C
+ Added the editor

0.001
! I even don't want to talk about this one, but i will for history's sake.
! PASCAL VERSION
! Stopped after we (#dsdev) didn't find anything to write stuff to the map.
! The first ever version.

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yuyuyup

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Wireworld From Wikipedia, the free encyclopedia

Wireworld is a well-known cellular automaton first proposed by Brian Silverman in 1987, as part of his program Phantom Fish Tank. It subsequently became more widely known as a result of an article in the "Computer Recreations" column of Scientific American. Wireworld is particularly suited to simulating electronic logic elements, or "gates", and, despite the simplicity of the rules, Wireworld is Turing-complete.

hmm

Cellular automaton From Wikipedia, the free encyclopedia

A cellular automaton (plural: cellular automata) is a discrete model studied in computability theory, mathematics, theoretical biology and microstructure modeling. It consists of a regular grid of cells, each in one of a finite number of states. The grid can be in any finite number of dimensions. Time is also discrete, and the state of a cell at time t is a function of the states of a finite number of cells (called its neighborhood) at time t − 1. These neighbors are a selection of cells relative to the specified cell, and do not change (though the cell itself may be in its neighborhood, it is not usually considered a neighbor). Every cell has the same rule for updating, based on the values in this neighbourhood. Each time the rules are applied to the whole grid a new generation is created.

can someone simplify this for us know-nothings ?
 

Destructobot

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You draw wires, and place electrons on the wires. The electrons move, and interact with the shape of the wires. This lets you create simulated electrical circuits and components by creating various shapes with the wires.

As for cellular automata, they have a grid that you put stuff on. The stuff interacts with the grid or the other stuff next to it, possibly doing something interesting. It's easier to understand by playing with one than from a description. The most famous cellular automaton is probably the Game of Life (there's a DS version of this, too).
 

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