This project complements earlier implementation by providing utilities plus browser-based demo to work with Conways' Game of Life on a potentially infinite board.
https://kign.github.io/life-inf
All usual Pan/Zoom gestures are supported.
The core algorithm is implemented in C, and has a theoretical capacity to support a board up to the size of 32-bit integers (that is, -231 ⩽ x,y ⩽ 231-1). Current API is as follows:
// initialization
void init ();
// get and set individual cell
int life_get_cell(int x, int y);
void life_set_cell(int x, int y, int val);
// read region as char array (sX*sY <= RESERVED_REGION, a compile-time constant).
char * read_region(int x0, int y0, int sX, int sY);
// with scale > 1, save *count* of live cells in every scale x scale square in every output byte
// this is used when zoomed out view can no longer resolve individual cells
char * read_region_scale(int x0, int y0, int sX, int sY, int scale);
// Get xmin, xmax, ymin, ymax in int[4] array
int * find_envelope();
// Clear the board
void clear();
// Game of Life single step.
// Returns non-zero if a cycle has been found
int life_step ();
// For initial or manually changed position, this function must be called first
void life_prepare ();
Implementation uses tree of embedded squares (not unlike octree in 2D), of customizable sizes (known at compile time). Lowest-level square contains arrays of cells, higher level squares contain arrays of embedded cells. Further, lowest-level squares have two separate arrays, we call them planes; at every step one plane is considered "source", and the other is "destination", and then they swap on the subsequent step.
In addition to processing all cells in the destination plane according to Conway's rules, we also mark separately all neighbour cells to "live" (== marked as "1") cells; this allows to bypass on the next step all cells not marked as either "1" and "2". This improved efficiency, but necessitates special "prepare" API call on an initial (or manually edited) position.
For the purpose of Web UI, C source is compiled to Web Assembly with c4wa compiler. It uses fixed-size memory manager for Web Assembly; see details here. Intermediary WAT file (Web Assembly Text format) for Web Assembly bundle is preserved here.
Note that since it's problematic in Web Assembly to return multiple primitive values from an exported functions, API is designed to work around this problem by returning an array pointer instead. See discussion here.
First, make sure you have c4wa compiler installed and working.
It needs Java 11 or above, wat2wasm
and also gcc
compiler (any other decent C compiler would work, but you'll need to
adjust your configuration).
(NOTE: as of version 0.5 of c4wa
, it's possible to make WASM directly, though verification
with wat2wasm
is still useful. There is special target cmp
to compare generated WASM files).
Additionally, you'll need make
and node
+npm
.
To download required node modules, run from the project directory:
npm install
Then edit Makefile
to change path to c4wa-compile
, and run from src
subdirectory:
make clean # only needed once to remove production-optimized WASM file
make run
You can now open localhost:9811 in your browser.
Upon any changes to source files,
Web Assembly and browserify
'ed JavaScript bundle will be rebuilt and browser page automatically
reloaded.
To build production distribution, use
make clean && make PP_OPTS='-DN=71 -DN0=100'