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IndexDiscussionExhibition › Voxopolis - 3D city engine based on Conway's GoL
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Voxopolis - 3D city engine based on Conway's GoL (Read 3826 times)
Re: Voxopolis - 3D city engine based on Conway's GoL
Reply #15 - Feb 15th, 2010, 10:12pm
 
Erick Ratamero wrote on Feb 11th, 2010, 3:35pm:
I've been playing with some variations on Conway's GoL to simulate population growth/expansion on an urban environment. I think this engine works great on modelling buildings and their growth, but the videos on youtube don't make it clear about the dynamics controlling the appearance of new "neighborhoods". Is it also based on a variation of GoL Thanks in advance!



@ Erik,

on the videos you can't see the control panel which shows up when you run the program. So the neighbourshoods are based on a variation of the GoL rules. As there are more different states (three building types) plus everything else like height, occupation etc. are important as well there big ruleset which determines the chances how a new building should look like. Other then in the original GoL it is more a genetic interpretation as the rules are not as strict.
Every building type has his ideal neighbourhood which you can alter within the run of the programm with sliders. So when a a empty plot gets a building it checks the neighbourhood first and runs the calculation. Then you have for each building type a number how good it would fit in here. These numbers are the chances for the building and afterwards there is a probabilistic calculation for the new building. So it can happen by chance that a building is built which does not like the new neighbourhood as much as another building type. But this "errors" are deleted later as the rules also affect which buildings are destroyed.
So it is not a 1to1 transfer of GoL into urban scale, it is rather based on the GoL and filled with some genetic algorythms.

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