3d Cellular Automata rendered using an efficient raymarching algorithm.
Visual artifacts such as ghosting are due to the gif encoder used.
Automata composes of simple booleans to store state.
Renderer uses very a simple fixed ray marching algorihm.
Automota booleans swapped for RGB values.
Renderer updated to support the new color space.
By reducing the increment size of the ray marching we can more accuratley detect collisions.
Further reduce incrment to get a finer quality of image.
By detecting possible {x,y,z} intersects we can ensure that each ray march will be calculating a unique collision.
Rather than possibly hitting the same empty square many times over while marching through its volume.
Simple rules are applied to each square every second, using their neighbours states to determine its own.
A thatched grid pattern becomes visible on squares at the edge of the render distance.
The exact cause of this is unkown (for now).
Cells dissapear and new white cells appear into the world.
Brand new cells use the average color of its neighbours.
Border Effect at the edge of the world
A rather interesting growth from a small original set of cells.
To allow reduced tracing to function, it is neccesarry to fill in blanks around each ray. This causes a fuzzy effect but gains us 7FPS on 35FPS. The effect is shown below. Original Left, Reduced Right.
An explore of the evolving world