TITLE: The World's slowest Conway's Game of Life NAME: Ulf Schreiber COUNTRY: Germany EMAIL: ulf.schreiber@gmx.net WEBPAGE: http://www.fen.baynet.de/ulf.schreiber/ TOPIC: Microcosms COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: conway.mpg RENDERER USED: Povray 3.1 W95 TOOLS USED: nothing? Well cmpeg, and some various ones for viewing and list building.. CREATION TIME: rendered multistep, about 12 h, writing: 2 months idle - 2 days stress HARDWARE USED: K6/250 oc'ed, plus a cluster of SGIs, which sadly only appeared in my dreams.. ANIMATION DESCRIPTION: Conway's Game of Life is the classic alife system. It consists of several simple cellular automata which die, live or get born depending upon the number of neighbours in the precessing generation. It is very simple to program, even in pure 3.1 pov. (A big thanks for 3.1 to the team!!!) VIEWING RECOMMENDATIONS: ActiveMovie and ATI's player (at least with some preview anims) testet. DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: A 10x10 conway matrix, displayed in various ways, controlled by some few clock dependant variables which are collected together in one central #macro group. The conway part stood shortly after the round was announced, but at that time the only output was in #debug... Then came the interface that gives the conway data a useful format for options input and scene output. This also meant making "soft" transitions between generations spanned over several frames. Comparatively much work went into this. As you can obviously see, not too much brain power, neither of mine nor of my CPU, was spent on the final optical representation. If I just startet earlier... Plans were to make the blobby part moving into a rotating torus formation, to make the "warping" (in the meaning of the "bomb 3.2" game classic) edges of the field really fit together. (and of course to have a very catchy animation poster ;-) Actually, a lot of the code is aimed at other planned features, like animation-secure randomness applied to individual cells, which are never used but make the .pov quite extensible.