About Tiny Life
This interactive application lets you observe and interact with some simulations.
In this application you can find the following simulations:
- Game of Life: cellular automaton
- Steering Behaviors
- Pathfinding
NOTE: This is NOT a game, it's an interactive application showing different algorithm implementations.
★ GAME OF LIFE
Game of life is a cellular automaton devised by John Horton Conway in 1970. This implementation allows you to draw and erase cells to create Patterns and observe their behaviors through the "evolution".
Simulation rules:
Each cell can be alive or dead.
Every cell interacts with its eight neighbours.
At each step in time (called a generation), the following transitions occur:
- Any live cell with fewer than two live neighbours dies, as if caused by under-population.
- Any live cell with two or three live neighbours lives on to the next generation.
- Any live cell with more than three live neighbours dies, as if by overcrowding.
- Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
In this implementation you have different tools that allow you to interact with the simulation:
- Pencil: Add cells
- Eraser: Remove cells
- Cursor: Move the screen viewport
- Grid: Add a predefined pattern
- Trash: Clear all the screen
- Pause/Start
- Forward/Backward: Increase/Reduce speed
You can get more information here: http://en.wikipedia.org/wiki/Conway's_Game_of_Life
★ STEERING BEHAVIORS
This is an implementation of Autonomous Agents that interact each other to simulate some behaviors, like fishes in the sea, for this simulation.
The original simulation was developed by Craig Reynolds in 1986, simulating the flocking behavior of birds.
This implementation allows you to do the following interactions:
- Target: Set a target point by touching the screen, where nearby fishes will "arrive".
- Obstacle: Add Obstacles that fishes will avoid.
- Crab: Add "Enemies" that fishes will evade.
- Arrows button: Set Flocking behavior, where fishes will swim like a fish flock. This behavior is controlled by calculating Alignment, Cohesion and Separation.
- Path: Add a path that fishes will follow. You can add new nodes touching the screen, and each fish will "seek" the next node in the path cyclically.
You can find more information about steering behaviors in the following links:
Craig Reynolds' site
http://www.red3d.com/cwr/steer/
http://www.red3d.com/cwr/boids/
https://en.wikipedia.org/wiki/Flocking_(behavior)
★ PATHFINDING
Pathfinding involves different algorithms to search the shortest route in a Maze.
In this application, A* algorithm has been implemented.
You can interact with this simulation:
- Pencil: Add Walls
- Eraser: Remove Walls
- Cursor: Move the screen viewport
- Trash: Clear all the screen
- Pause/Start
You can find more information about pathfinding in the following links:
https://en.wikipedia.org/wiki/Pathfinding
by K####:
Sad creators