21 Commits

Author SHA1 Message Date
a115db60f6 Merge branch 'main' of github.com:TLINDEN/gameoflife 2024-10-20 13:10:15 +02:00
1250f1113e fixed standard evolution colors 2024-10-20 13:07:12 +02:00
78aba6f005 fixed standard evolution colors 2024-10-20 12:39:37 +02:00
a680cca30c always calculate neighbor count 2024-07-16 19:33:06 +02:00
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
15 changed files with 862 additions and 123 deletions

View File

@@ -1,5 +1,8 @@
.PHONY: all
all:
.PHONY all:
all: build
.PHONY: build
build:
make -C src
mv src/golsky .
@@ -7,3 +10,8 @@ all:
clean:
make -C src clean
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:
* 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
* while game is paused: press n to forward one step
* page up: speed up
* page down: slow down
* Mouse wheel: zoom in or out
* move mouse while left mouse button pressed: move canvas
* i: enter "insert" (draw) mode: use left mouse to set cells alife and right
button to dead. Leave with "space". While in insert mode, use middle mouse
button to drag grid.
* i: enter "insert" (draw) mode: use left mouse to toggle cells alife state.
Leave with insert mode "space". While in insert mode, use middle mouse
button to drag the grid.
* r: reset to 1:1 zoom
* escape: open menu
* s: save game state to file (can be loaded with -l)

View File

@@ -20,6 +20,10 @@ https://www.tasnimzotder.com/blog/optimizing-game-of-life-algorithm
the cells anymore.
- Speed
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:

View File

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

View File

@@ -12,57 +12,67 @@ import (
"github.com/tlinden/golsky/rle"
)
type Cell struct {
State uint8
Neighbors [8]*Cell
NeighborCount int
}
// equals grid height, is being used to access grid elements and must be global
var STRIDE int
func (cell *Cell) Count() uint8 {
var count uint8
for idx := 0; idx < cell.NeighborCount; idx++ {
count += cell.Neighbors[idx].State
}
return count
type Neighbor struct {
X, Y int
}
type Grid struct {
Data [][]*Cell
Empty bool
Config *Config
Data []uint8
NeighborCount []int
Neighbors [][]Neighbor
Empty bool
Config *Config
Counter func(x, y int) uint8
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
grid := &Grid{
Data: make([][]*Cell, config.Height),
Empty: config.Empty,
Config: config,
Data: make([]uint8, size),
NeighborCount: make([]int, size),
Neighbors: make([][]Neighbor, size),
Empty: config.Empty,
Config: config,
}
// first setup the cells
for y := 0; y < config.Height; y++ {
grid.Data[y] = make([]*Cell, config.Width)
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 x := 0; x < config.Width; x++ {
grid.SetupNeighbors(x, y)
}
}
if grid.Config.Wrap {
grid.Counter = grid.CountNeighborsWrap
} else {
grid.Counter = grid.CountNeighbors
}
return grid
}
func (grid *Grid) SetupNeighbors(x, y int) {
idx := 0
var neighbors []Neighbor
for nbgY := -1; nbgY < 2; nbgY++ {
for nbgX := -1; nbgX < 2; nbgX++ {
var col, row int
@@ -89,16 +99,83 @@ func (grid *Grid) SetupNeighbors(x, y int) {
continue
}
grid.Data[y][x].Neighbors[idx] = grid.Data[row][col]
grid.Data[y][x].NeighborCount++
neighbors = append(neighbors, Neighbor{X: col, Y: row})
grid.NeighborCount[y+STRIDE*x]++
idx++
}
}
grid.Neighbors[y+STRIDE*x] = neighbors
}
func (grid *Grid) CountNeighborsWrap(x, y int) uint8 {
var sum uint8
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
// In wrap mode we look at all the 8 neighbors surrounding us.
// In case we are on an edge we'll look at the neighbor on the
// other side of the grid, thus wrapping lookahead around
// using the mod() function.
col = (x + nbgX + grid.Config.Width) % grid.Config.Width
row = (y + nbgY + grid.Config.Height) % grid.Config.Height
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
func (grid *Grid) CountNeighbors(x, y int) uint8 {
var sum uint8
width := grid.Config.Width
height := grid.Config.Height
for nbgX := -1; nbgX < 2; nbgX++ {
for nbgY := -1; nbgY < 2; nbgY++ {
var col, row int
xnbgX := x + nbgX
ynbgY := y + nbgY
// In traditional grid mode the edges are deadly
if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
continue
}
col = xnbgX
row = ynbgY
sum += grid.Data[row+STRIDE*col]
}
}
// don't count ourselfes though
sum -= grid.Data[y+STRIDE*x]
return sum
}
// count the living neighbors of a cell
func (grid *Grid) CountNeighbors(x, y int) uint8 {
return grid.Data[y][x].Count()
func (grid *Grid) _CountNeighbors(x, y int) uint8 {
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
@@ -112,30 +189,30 @@ func (grid *Grid) Clone() *Grid {
}
// copy data
func (grid *Grid) Copy(other *Grid) {
for y := range grid.Data {
for x := range grid.Data[y] {
other.Data[y][x] = grid.Data[y][x]
}
}
}
// func (grid *Grid) Copy(other *Grid) {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
// }
// }
// }
// delete all contents
func (grid *Grid) Clear() {
for y := range grid.Data {
for x := range grid.Data[y] {
grid.Data[y][x].State = 0
}
}
}
// func (grid *Grid) Clear() {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// grid.Data[y+STRIDE*x] = 0
// }
// }
// }
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := range grid.Data {
for x := range grid.Data[y] {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y][x].State = 1
grid.Data[y+STRIDE*x] = 1
}
}
}
@@ -145,7 +222,7 @@ func (grid *Grid) FillRandom() {
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
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")
} else {
fmt.Print(" ")
@@ -168,7 +245,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y][x].State = 1
grid.Data[y+STRIDE*x] = 1
}
}
}
@@ -276,10 +353,10 @@ 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)
for y := range grid.Data {
for _, cell := range grid.Data[y] {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if cell.State == 1 {
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}

View File

@@ -100,34 +100,35 @@ func (scene *ScenePlay) SetNext(next SceneName) {
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 {
var nextstate uint8
check := (9 * state) + neighbors
switch check {
switch (9 * state) + neighbors {
case 11:
fallthrough
case 12:
fallthrough
case 3:
nextstate = Alive
default:
nextstate = Dead
return Alive
}
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 {
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) {
nextstate = Alive
} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
@@ -155,21 +156,24 @@ func (scene *ScenePlay) UpdateCells() {
var wg sync.WaitGroup
wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells
for y := 0; y < scene.Config.Height; y++ {
for y := 0; y < height; y++ {
go func() {
defer wg.Done()
for x := 0; x < scene.Config.Width; x++ {
state := scene.Grids[scene.Index].Data[y][x].State // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].Counter(x, y)
// actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors)
// 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 {
// set history to current generation so we can infer the
@@ -264,10 +268,8 @@ func (scene *ScenePlay) CheckInput() {
func (scene *ScenePlay) CheckDrawingInput() {
if scene.Config.Drawmode {
switch {
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos(Alive)
case ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight):
scene.ToggleCellOnCursorPos(Dead)
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft):
scene.ToggleCellOnCursorPos()
case inpututil.IsKeyJustPressed(ebiten.KeyEscape):
scene.Config.Drawmode = false
}
@@ -419,7 +421,7 @@ func (scene *ScenePlay) SaveRectRLE() {
grid[y] = make([]uint8, width)
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
func (scene *ScenePlay) ToggleCellOnCursorPos(alive uint8) {
func (scene *ScenePlay) ToggleCellOnCursorPos() {
// use cursor pos relative to the world
worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
x := int(worldX) / scene.Config.Cellsize
y := int(worldY) / scene.Config.Cellsize
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
}
}
@@ -498,7 +500,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} 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)
}
}
@@ -515,7 +517,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
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:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)

View File

@@ -42,10 +42,10 @@ var THEMES = map[string]ThemeDef{
dead: "5a5a5a",
old: "ff1e1e",
grid: "808080",
age1: "735f52",
age2: "6c6059",
age3: "635d59",
age4: "7b5e4b",
age3: "6c6059",
age2: "735f52",
age1: "7b5e4b",
age4: "635d59",
},
"dark": {
life: "c8c8c8",

View File

@@ -87,6 +87,17 @@ func Loop(grid []bool) {
}
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
// close the window to get a profile
fd, err := os.Create("cpu.profile")

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 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() {
//x := 1
//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
size := 1500
game := &Game{
Width: size,
@@ -275,7 +247,7 @@ func _main() {
Density: 8,
TPG: 10,
Debug: false,
Profile: false,
Profile: true,
Gridlines: false,
}