17 Commits

Author SHA1 Message Date
4074debdbf using only one dimensional grid by calculating y+STRIDE*x 2024-07-16 19:07:51 +02:00
e8ed283233 next try to enhance performance: now using uint9 again and no pointers 2024-07-15 14:21:21 +02:00
89d25db9e7 added profiling target, makes it easier 2024-07-15 14:21:03 +02:00
89903fdcec better comments, simplified check 2024-07-13 20:46:11 +02:00
05d56568e4 fix #7: use only left mouse button to draw, it toggles cell state 2024-07-13 19:31:25 +02:00
Thomas von Dein
50b630791a bumpversion 2024-07-12 23:00:28 +02:00
957db29a37 added C test 2024-07-12 23:00:28 +02:00
eb95c72538 fixed grid lines performance problem 2024-07-12 23:00:28 +02:00
604cbea127 use optimized rule check if B3/S23 is active 2024-07-12 23:00:28 +02:00
f3e7428775 draw the grid explicitly thus leading to full cells w/o the grid 2024-07-12 23:00:28 +02:00
6685207fde revert last revert and fixed history slow down bug 2024-07-12 23:00:28 +02:00
41da9b8536 revert history=>struct, but evolution doesn't work anymore anyway 2024-07-12 23:00:28 +02:00
6dec8c74ef bool => uint8 2024-07-12 23:00:28 +02:00
861ba86b0c using go-routines (one per row), makes it faster 2024-07-12 23:00:28 +02:00
7b0a74fb93 use cells instead of only bools, use pointer list to all neighbors 2024-07-12 23:00:28 +02:00
e516b218fd tuning fail 2024-06-14 19:58:03 +02:00
6544052bb7 tried more variants: writepixel+pointer+int, which is not much better 2024-06-14 19:56:00 +02:00
14 changed files with 795 additions and 117 deletions

View File

@@ -1,5 +1,8 @@
.PHONY: all .PHONY all:
all: all: build
.PHONY: build
build:
make -C src make -C src
mv src/golsky . mv src/golsky .
@@ -7,3 +10,8 @@ all:
clean: clean:
make -C src clean make -C src clean
rm -f dump* rect* rm -f dump* rect*
.PHONY: profile
profile: build
./golsky -W 1500 -H 1500 -d --profile-file cpu.profile
go tool pprof --http localhost:8888 golsky cpu.profile

View File

@@ -82,17 +82,16 @@ Usage of ./golsky:
While it runs, there are a couple of commands you can use: While it runs, there are a couple of commands you can use:
* left mouse click: set a cell to alife (also pauses the game)
* right mouse click: set a cell to dead
* space: pause or resume the game * space: pause or resume the game
* while game is paused: press n to forward one step * while game is paused: press n to forward one step
* page up: speed up * page up: speed up
* page down: slow down * page down: slow down
* Mouse wheel: zoom in or out * Mouse wheel: zoom in or out
* move mouse while left mouse button pressed: move canvas * move mouse while left mouse button pressed: move canvas
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right * i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
button to dead. Leave with "space". While in insert mode, use middle mouse Leave with insert mode "space". While in insert mode, use middle mouse
button to drag grid. button to drag the grid.
* r: reset to 1:1 zoom * r: reset to 1:1 zoom
* escape: open menu * escape: open menu
* s: save game state to file (can be loaded with -l) * s: save game state to file (can be loaded with -l)

View File

@@ -20,7 +20,11 @@ https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
the cells anymore. the cells anymore.
- Speed - Speed
https://conwaylife.com/forums/viewtopic.php?f=7&t=3237 https://conwaylife.com/forums/viewtopic.php?f=7&t=3237
Look at try-pointers-and-cells branch, we're using pre-calculated
neighbor list of pointers to cells, but it's only a liiiiitle bit
better :(
- Patterns: - Patterns:
A Catagolue textcensus of, say, period-2 oscillators from A Catagolue textcensus of, say, period-2 oscillators from

View File

@@ -52,7 +52,7 @@ const (
DEFAULT_CELLSIZE = 4 DEFAULT_CELLSIZE = 4
DEFAULT_ZOOMFACTOR = 400 DEFAULT_ZOOMFACTOR = 400
DEFAULT_GEOM = "640x384" DEFAULT_GEOM = "640x384"
DEFAULT_THEME = "standard" // "light" // inverse => "dark" DEFAULT_THEME = "standard"
) )
const KEYBINDINGS string = ` const KEYBINDINGS string = `
@@ -62,9 +62,9 @@ const KEYBINDINGS string = `
- PAGE DOWN: slow down - PAGE DOWN: slow down
- MOUSE WHEEL: zoom in or out - MOUSE WHEEL: zoom in or out
- LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse - LEFT MOUSE BUTTON: use to drag canvas, keep clicked and move mouse
- I: enter "insert" (draw) mode: use left mouse to set cells alife and right - I: enter "insert" (draw) mode: use left mouse to toggle a cells alife state.
button to dead. Leave with "space". While in insert mode, use middle mouse Leave with insert mode with "space". While in insert mode, use middle mouse
button to drag grid. button to drag the grid.
- R: reset to 1:1 zoom - R: reset to 1:1 zoom
- ESCAPE: open menu, o: open options menu - ESCAPE: open menu, o: open options menu
- S: save game state to file (can be loaded with -l) - S: save game state to file (can be loaded with -l)

View File

@@ -12,45 +12,46 @@ import (
"github.com/tlinden/golsky/rle" "github.com/tlinden/golsky/rle"
) )
type Cell struct { // equals grid height, is being used to access grid elements and must be global
State uint8 var STRIDE int
Neighbors [8]*Cell
NeighborCount int
}
func (cell *Cell) Count() uint8 { type Neighbor struct {
var count uint8 X, Y int
for idx := 0; idx < cell.NeighborCount; idx++ {
count += cell.Neighbors[idx].State
}
return count
} }
type Grid struct { type Grid struct {
Data [][]*Cell Data []uint8
Empty bool NeighborCount []int
Config *Config Neighbors [][]Neighbor
Empty bool
Config *Config
} }
// Create new empty grid and allocate Data according to provided dimensions // Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid { func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
grid := &Grid{ grid := &Grid{
Data: make([][]*Cell, config.Height), Data: make([]uint8, size),
Empty: config.Empty, NeighborCount: make([]int, size),
Config: config, Neighbors: make([][]Neighbor, size),
Empty: config.Empty,
Config: config,
} }
// first setup the cells // first setup the cells
for y := 0; y < config.Height; y++ { for y := 0; y < config.Height; y++ {
grid.Data[y] = make([]*Cell, config.Width)
for x := 0; x < config.Width; x++ { for x := 0; x < config.Width; x++ {
grid.Data[y][x] = &Cell{} grid.Data[y+STRIDE*x] = 0
} }
} }
// in a second pass, collect pointers to the neighbors of each cell // in a second pass, collect positions to the neighbors of each cell
for y := 0; y < config.Height; y++ { for y := 0; y < config.Height; y++ {
for x := 0; x < config.Width; x++ { for x := 0; x < config.Width; x++ {
grid.SetupNeighbors(x, y) grid.SetupNeighbors(x, y)
@@ -63,6 +64,8 @@ func NewGrid(config *Config) *Grid {
func (grid *Grid) SetupNeighbors(x, y int) { func (grid *Grid) SetupNeighbors(x, y int) {
idx := 0 idx := 0
var neighbors []Neighbor
for nbgY := -1; nbgY < 2; nbgY++ { for nbgY := -1; nbgY < 2; nbgY++ {
for nbgX := -1; nbgX < 2; nbgX++ { for nbgX := -1; nbgX < 2; nbgX++ {
var col, row int var col, row int
@@ -89,16 +92,29 @@ func (grid *Grid) SetupNeighbors(x, y int) {
continue continue
} }
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col] neighbors = append(neighbors, Neighbor{X: col, Y: row})
grid.Data[y][x].NeighborCount++ grid.NeighborCount[y+STRIDE*x]++
idx++ idx++
} }
} }
grid.Neighbors[y+STRIDE*x] = neighbors
} }
// count the living neighbors of a cell // count the living neighbors of a cell
func (grid *Grid) CountNeighbors(x, y int) uint8 { func (grid *Grid) CountNeighbors(x, y int) uint8 {
return grid.Data[y][x].Count() var count uint8
pos := y + STRIDE*x
neighbors := grid.Neighbors[pos]
neighborCount := grid.NeighborCount[pos]
for idx := 0; idx < neighborCount; idx++ {
neighbor := neighbors[idx]
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
}
return count
} }
// Create a new 1:1 instance // Create a new 1:1 instance
@@ -112,30 +128,30 @@ func (grid *Grid) Clone() *Grid {
} }
// copy data // copy data
func (grid *Grid) Copy(other *Grid) { // func (grid *Grid) Copy(other *Grid) {
for y := range grid.Data { // for y := range grid.Data {
for x := range grid.Data[y] { // for x := range grid.Data[y] {
other.Data[y][x] = grid.Data[y][x] // other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
} // }
} // }
} // }
// delete all contents // delete all contents
func (grid *Grid) Clear() { // func (grid *Grid) Clear() {
for y := range grid.Data { // for y := range grid.Data {
for x := range grid.Data[y] { // for x := range grid.Data[y] {
grid.Data[y][x].State = 0 // grid.Data[y+STRIDE*x] = 0
} // }
} // }
} // }
// initialize with random life cells using the given density // initialize with random life cells using the given density
func (grid *Grid) FillRandom() { func (grid *Grid) FillRandom() {
if !grid.Empty { if !grid.Empty {
for y := range grid.Data { for y := 0; y < grid.Config.Height; y++ {
for x := range grid.Data[y] { for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 { if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y][x].State = 1 grid.Data[y+STRIDE*x] = 1
} }
} }
} }
@@ -145,7 +161,7 @@ func (grid *Grid) FillRandom() {
func (grid *Grid) Dump() { func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ { for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ { for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y][x].State == 1 { if grid.Data[y+STRIDE*x] == 1 {
fmt.Print("XX") fmt.Print("XX")
} else { } else {
fmt.Print(" ") fmt.Print(" ")
@@ -168,7 +184,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX x = colIndex + startX
y = rowIndex + startY y = rowIndex + startY
grid.Data[y][x].State = 1 grid.Data[y+STRIDE*x] = 1
} }
} }
} }
@@ -276,10 +292,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule) fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := range grid.Data { for y := 0; y < grid.Config.Height; y++ {
for _, cell := range grid.Data[y] { for x := 0; x < grid.Config.Width; x++ {
row := "." row := "."
if cell.State == 1 { if grid.Data[y+STRIDE*x] == 1 {
row = "o" row = "o"
} }

View File

@@ -100,34 +100,35 @@ func (scene *ScenePlay) SetNext(next SceneName) {
scene.Next = next scene.Next = next
} }
/* The standard Scene of Life is symbolized in rule-string notation
* as B3/S23 (23/3 here). A cell is born if it has exactly three
* neighbors, survives if it has two or three living neighbors,
* and dies otherwise.
* we abbreviate the calculation: if state is 0 and 3 neighbors
* are a life, check will be just 3. If the cell is alive, 9 will
* be added to the life neighbors (to avoid a collision with the
* result 3), which will be 11|12 in case of 2|3 life neighbors.
*/
func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 { func (scene *ScenePlay) CheckRuleB3S23(state uint8, neighbors uint8) uint8 {
var nextstate uint8 switch (9 * state) + neighbors {
check := (9 * state) + neighbors
switch check {
case 11: case 11:
fallthrough fallthrough
case 12: case 12:
fallthrough fallthrough
case 3: case 3:
nextstate = Alive return Alive
default:
nextstate = Dead
} }
return nextstate return Dead
} }
/*
* The generic rule checker is able to calculate cell state for any
* GOL rul, including B3/S23.
*/
func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 { func (scene *ScenePlay) CheckRuleGeneric(state uint8, neighbors uint8) uint8 {
var nextstate uint8 var nextstate uint8
// The standard Scene of Life is symbolized in rule-string notation
// as B3/S23 (23/3 here). A cell is born if it has exactly three
// neighbors, survives if it has two or three living neighbors,
// and dies otherwise. The first number, or list of numbers, is
// what is required for a dead cell to be born.
if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) { if state != 1 && Contains(scene.Config.Rule.Birth, neighbors) {
nextstate = Alive nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) { } else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
@@ -155,21 +156,24 @@ func (scene *ScenePlay) UpdateCells() {
var wg sync.WaitGroup var wg sync.WaitGroup
wg.Add(scene.Config.Height) wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells // compute life status of cells
for y := 0; y < scene.Config.Height; y++ { for y := 0; y < height; y++ {
go func() { go func() {
defer wg.Done() defer wg.Done()
for x := 0; x < scene.Config.Width; x++ { for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y) neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
// actually apply the current rules // actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors) nextstate := scene.RuleCheckFunc(state, neighbors)
// change state of current cell in next grid // change state of current cell in next grid
scene.Grids[next].Data[y][x].State = nextstate scene.Grids[next].Data[y+STRIDE*x] = nextstate
if scene.Config.ShowEvolution { if scene.Config.ShowEvolution {
// set history to current generation so we can infer the // set history to current generation so we can infer the
@@ -264,10 +268,8 @@ func (scene *ScenePlay) CheckInput() {
func (scene *ScenePlay) CheckDrawingInput() { func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode { if scene.Config.Drawmode {
switch { switch {
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft): case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos(Alive) scene.ToggleCellOnCursorPos()
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
scene.ToggleCellOnCursorPos(Dead)
case inpututil.IsKeyJustPressed(ebiten.KeyEscape): case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false scene.Config.Drawmode = false
} }
@@ -419,7 +421,7 @@ func (scene *ScenePlay) SaveRectRLE() {
grid[y] = make([]uint8, width) grid[y] = make([]uint8, width)
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx].State grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
} }
} }
@@ -465,14 +467,14 @@ func (scene *ScenePlay) Update() error {
} }
// set a cell to alive or dead // set a cell to alive or dead
func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) { func (scene *ScenePlay) ToggleCellOnCursorPos() {
// use cursor pos relative to the world // use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition()) worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height { if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y][x].State = alive scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
scene.History.Age[y][x] = 1 scene.History.Age[y][x] = 1
} }
} }
@@ -498,7 +500,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
if scene.Config.ShowEvolution { if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op) scene.DrawEvolution(screen, x, y, op)
} else { } else {
if scene.Grids[scene.Index].Data[y][x].State == 1 { if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op) scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
} }
} }
@@ -515,7 +517,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) { func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
age := scene.Generations - scene.History.Age[y][x] age := scene.Generations - scene.History.Age[y][x]
switch scene.Grids[scene.Index].Data[y][x].State { switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
case Alive: case Alive:
if age > 50 && scene.Config.ShowEvolution { if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op) scene.World.DrawImage(scene.Theme.Tile(ColOld), op)

View File

@@ -87,6 +87,17 @@ func Loop(grid []bool) {
} }
func main() { func main() {
grid := make([]int, 50*50)
for y := 0; y < 50; y++ {
for x := 0; x < 50; x++ {
grid[y+50*x] = 1
fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
}
}
}
func xmain() {
// enable cpu profiling. Do NOT use q to stop the game but // enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile // close the window to get a profile
fd, err := os.Create("cpu.profile") fd, err := os.Create("cpu.profile")

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@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

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@@ -0,0 +1,306 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State uint8
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) uint8 {
var sum uint8
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += cell.Neighbors[idx].State
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = 1
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) uint8 {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state uint8, neighbors uint8) uint8 {
var nextstate uint8
if state == 1 && neighbors == 3 {
nextstate = 1
} else if state == 1 && (neighbors == 2 || neighbors == 3) {
nextstate = 1
} else {
nextstate = 0
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State == 1 {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

View File

@@ -0,0 +1,13 @@
module testgol
go 1.22
require (
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.7.0 // indirect
github.com/hajimehoshi/ebiten/v2 v2.7.4 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.7.0 // indirect
golang.org/x/sys v0.20.0 // indirect
)

View File

@@ -0,0 +1,14 @@
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895 h1:48bCqKTuD7Z0UovDfvpCn7wZ0GUZ+yosIteNDthn3FU=
github.com/ebitengine/gomobile v0.0.0-20240518074828-e86332849895/go.mod h1:XZdLv05c5hOZm3fM2NlJ92FyEZjnslcMcNRrhxs8+8M=
github.com/ebitengine/hideconsole v1.0.0 h1:5J4U0kXF+pv/DhiXt5/lTz0eO5ogJ1iXb8Yj1yReDqE=
github.com/ebitengine/hideconsole v1.0.0/go.mod h1:hTTBTvVYWKBuxPr7peweneWdkUwEuHuB3C1R/ielR1A=
github.com/ebitengine/purego v0.7.0 h1:HPZpl61edMGCEW6XK2nsR6+7AnJ3unUxpTZBkkIXnMc=
github.com/ebitengine/purego v0.7.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.7.4 h1:X+heODRQ3Ie9F9QFjm24gEZqQd5FSfR9XuT2XfHwgf8=
github.com/hajimehoshi/ebiten/v2 v2.7.4/go.mod h1:H2pHVgq29rfm5yeQ7jzWOM3VHsjo7/AyucODNLOhsVY=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/sync v0.7.0 h1:YsImfSBoP9QPYL0xyKJPq0gcaJdG3rInoqxTWbfQu9M=
golang.org/x/sync v0.7.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=

View File

@@ -0,0 +1,306 @@
package main
import (
"fmt"
"log"
"math/rand"
"os"
"os/exec"
"runtime/pprof"
"unsafe"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Images struct {
Black, White *ebiten.Image
}
type Cell struct {
State bool
Neighbors [8]*Cell
NeighborCount int
}
func bool2int(b bool) int {
return int(*(*byte)(unsafe.Pointer(&b)))
}
func (cell *Cell) Count(x, y int) int {
sum := 0
for idx := 0; idx < cell.NeighborCount; idx++ {
sum += bool2int(cell.Neighbors[idx].State)
}
return sum
}
func SetNeighbors(grid [][]*Cell, x, y, width, height int) {
idx := 0
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
if x+nbgX < 0 || x+nbgX >= width || y+nbgY < 0 || y+nbgY >= height {
continue
}
col = x + nbgX
row = y + nbgY
if col == x && row == y {
continue
}
grid[y][x].Neighbors[idx] = grid[row][col]
grid[y][x].NeighborCount++
idx++
}
}
}
type Grid struct {
Data [][]*Cell
Width, Height, Density int
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(width, height, density int) *Grid {
grid := &Grid{
Height: height,
Width: width,
Density: density,
Data: make([][]*Cell, height),
}
for y := 0; y < height; y++ {
grid.Data[y] = make([]*Cell, width)
for x := 0; x < width; x++ {
grid.Data[y][x] = &Cell{}
if rand.Intn(density) == 1 {
grid.Data[y][x].State = true
}
}
}
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
SetNeighbors(grid.Data, x, y, width, height)
}
}
return grid
}
type Game struct {
Width, Height, Cellsize, Density int
ScreenWidth, ScreenHeight int
Grids []*Grid
Index int
Elapsed int64
TPG int64 // adjust game speed independently of TPS
Pause, Debug, Profile, Gridlines bool
Pixels []byte
OffScreen *ebiten.Image
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.ScreenWidth, game.ScreenHeight
}
// live console output of the grid
func (game *Game) DebugDump() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
if game.Debug {
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Grids[game.Index].Data[y][x].State {
fmt.Print("XX")
} else {
fmt.Print(" ")
}
}
fmt.Println()
}
}
fmt.Printf("FPS: %0.2f\n", ebiten.ActualTPS())
}
func (game *Game) Init() {
// setup two grids, one for display, one for next state
grida := NewGrid(game.Width, game.Height, game.Density)
gridb := NewGrid(game.Width, game.Height, game.Density)
game.Grids = []*Grid{
grida,
gridb,
}
game.Pixels = make([]byte, game.ScreenWidth*game.ScreenHeight*4)
game.OffScreen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
}
// count the living neighbors of a cell
func (game *Game) CountNeighbors(x, y int) int {
return game.Grids[game.Index].Data[y][x].Count(x, y)
}
// the heart of the game
func (game *Game) CheckRule(state bool, neighbors int) bool {
var nextstate bool
if state && neighbors == 3 {
nextstate = true
} else if state && (neighbors == 2 || neighbors == 3) {
nextstate = true
} else {
nextstate = false
}
return nextstate
}
// we only update the cells if we are not in pause state or if the
// game timer (TPG) is elapsed.
func (game *Game) UpdateCells() {
if game.Pause {
return
}
if game.Elapsed < game.TPG {
game.Elapsed++
return
}
// next grid index. we only have to, so we just xor it
next := game.Index ^ 1
// calculate cell life state, this is the actual game of life
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
state := game.Grids[game.Index].Data[y][x].State
neighbors := game.CountNeighbors(x, y)
// actually apply the current rules
nextstate := game.CheckRule(state, neighbors)
// change state of current cell in next grid
game.Grids[next].Data[y][x].State = nextstate
}
}
// switch grid for rendering
game.Index ^= 1
game.Elapsed = 0
game.UpdatePixels()
}
func (game *Game) Update() error {
game.UpdateCells()
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
game.Pause = !game.Pause
}
return nil
}
/*
*
r, g, b := color(it)
78 p := 4 * (i + j*screenWidth)
79 gm.offscreenPix[p] = r
80 gm.offscreenPix[p+1] = g
81 gm.offscreenPix[p+2] = b
82 gm.offscreenPix[p+3] = 0xff
*/
func (game *Game) UpdatePixels() {
var col byte
gridx := 0
gridy := 0
idx := 0
for y := 0; y < game.ScreenHeight; y++ {
for x := 0; x < game.ScreenWidth; x++ {
gridx = x / game.Cellsize
gridy = y / game.Cellsize
col = 0xff
if game.Grids[game.Index].Data[gridy][gridx].State {
col = 0x0
}
if game.Gridlines {
if x%game.Cellsize == 0 || y%game.Cellsize == 0 {
col = 128
}
}
idx = 4 * (x + y*game.ScreenWidth)
game.Pixels[idx] = col
game.Pixels[idx+1] = col
game.Pixels[idx+2] = col
game.Pixels[idx+3] = 0xff
idx++
}
}
game.OffScreen.WritePixels(game.Pixels)
}
func (game *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(game.OffScreen, nil)
game.DebugDump()
}
func main() {
size := 1500
game := &Game{
Width: size,
Height: size,
Cellsize: 4,
Density: 8,
TPG: 10,
Debug: false,
Profile: true,
Gridlines: false,
}
game.ScreenWidth = game.Width * game.Cellsize
game.ScreenHeight = game.Height * game.Cellsize
game.Init()
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
ebiten.SetWindowTitle("triangle conway's game of life")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if game.Profile {
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
}
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}

View File

@@ -238,35 +238,7 @@ func (game *Game) Draw(screen *ebiten.Image) {
} }
func main() { func main() {
//x := 1 size := 1500
//y := 0
col := 1 >> 0xff
fmt.Printf("col: %d\n", col)
x := 1
y := 2
c := 4
xm := x & (c - 1)
ym := y & (c - 1)
fmt.Println(xm & ym)
a := 1
b := 1
//gen := 100
hist := 0
for gen := 0; gen < 50; gen++ {
fmt.Println((a ^ (1 ^ b)) * (gen - hist))
if gen == 25 {
a = 0
}
}
}
func _main() {
size := 800
game := &Game{ game := &Game{
Width: size, Width: size,
@@ -275,7 +247,7 @@ func _main() {
Density: 8, Density: 8,
TPG: 10, TPG: 10,
Debug: false, Debug: false,
Profile: false, Profile: true,
Gridlines: false, Gridlines: false,
} }