Game of life is a cellular simulation; not really a game that is played, but more a sequence that is observed. In today’s article, I’ll walk through the rules and a simple C implementation.
How to play
There are some simple rules that the game must abide by.
The universe that it is played within is an orthogonal cartesian grid of squares that define if a cell is dead or if it’s alive. The lifespan of the cells is determined by the following rules:
Any cell that’s alive with fewer than two live neighbours dies (underpopulation)
Any cell that’s alive with two or three live neighbours lives on to the next generation
Any cell that’s alive with more than three live neighbours dies (overpopulation)
Any dead cell that has three live neighbours becomes alive (reproduction)
And, that’s it.
Implementation
The pitch where the game is played would be a pretty simple buffer of 1’s and 0’s. 1 would define “alive”, and 0 would define “dead”:
So, a buffer of memory for a defined width and height will do the job.
The remainder of the process could be split into the following:
Seed the universe
Permute the universe
Render the universe
Seed
Chicken or the egg isn’t asked here. We just use srand and rand to play god for us:
For every cell, we’ll get a random number from rand. If that number is divisible by 9, we’ll mark the cell as alive.
There are much more clever ways to seed the universe, in such a way that the rules of the game keep the generations running for ever with very clever patterns.
Permute
Actually making the universe kick along between frames, is simply applying the rules to a buffer of states. This buffer of states needs to be considered all in the same move; so we can’t mutate the original buffer sequentially.
A copy of the game buffer is made, first up. This is what we’ll actually write the next buffer states to; leaving the current buffer intact.
Following the rules of the game:
Here, we see the overpopulation, underpopulation, and reproduction rules in action.
The number of neighbours, is counted with a difference:
The x and y values are clipped to the width and height values. This means that if you fall off the right-hand side of the universe, you’ll magically appear back on the left-hand side. In the same way - top to bottom, etc.
A neighbour check must look at all 8 cells that surround the cell in question. If a cell is alive, it’s value will be 1; this gives us a really simple hack of adding all of these values together. This now tells us the number of neighbours to this cell.
Rendering
To the terminal.
Always, to the terminal.
You can render anywhere you want. For my example implementation, I’ve used the console.