![]() This of course led to pretty poor performance (15 fps). This means that I have 6,859 cubes being rendered to the screen… that’s a lot! The cube mesh only becomes visible when the cell becomes alive. In the above examples, for every possible location of a cell, there is a cube mesh. Let me know if you find any cool configurations! Optimizing See if you can find the configuration by trying it out yourself. I am still in the process of discovering it. I have tried really hard to find a configuration that produces the glider behavior found in the 2D version. This is a cube that repeats every 3 generations. I have taken the liberty to name them as well :) The Stairs I created the ability to randomize the starting population and found some really neat cell behaviors.
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