Elm-CellAutomata is a packages that lets you write your own celluar automatas.
To get started, head over to CellAutomata.LifeLike
If you never heard of a celuar automata (or Conways's Game of Life),
checkout this neat little simulator. This should give you an idea what this package is about.
When to use it:
- To generate dynamic levels in your game.
- For generative art.
When not to use it:
- A.I. behaviour. It is possible, but you will most likely get very frustrated
- Your rules depend on other things beside the state of the neighbors
- The new state of the cells can not be evaluate indepentend of one another.
The most famous cellular automata is Conway's Game of Life. A cell automata takes the state of a cell as well as the state of its neighbors and then calculate the new state of that cell.
whenever something is dynamically generated in a game, it most often has an underlying cell automata. There are a few nice automatas for building landscapes or dungeons.
This package was created along side with a little game of mine (that is not yet finished). I needed some general abstractions for all my terrain-generation code. I could not find any package that had something in that direction, so i created my own.
- More modules for different types of fields: 3D Grid, triangulations and graphs
- A adaption of Nicky Case's emoji simulator. In particular it should be able to generate functional elm code.
- 3.0.0 - Added
OneOf (List state)
toRuleExpression
. - 2.0.0 - Changed the
Order
fromMaybe state -> Int
toMaybe state -> comparable
.