[Gridflow-cvs] [svn] commit: r5558 - /trunk/examples/game_of_life.pd

svn-gridflow at artengine.ca svn-gridflow at artengine.ca
Tue Apr 27 02:27:13 EDT 2010


Author: matju
Date: Tue Apr 27 02:27:13 2010
New Revision: 5558

Log:
...

Modified:
    trunk/examples/game_of_life.pd

Modified: trunk/examples/game_of_life.pd
==============================================================================
--- trunk/examples/game_of_life.pd (original)
+++ trunk/examples/game_of_life.pd Tue Apr 27 02:27:13 2010
@@ -1,17 +1,12 @@
-#N canvas 429 0 654 368 10;
-#X obj 36 46 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 0 1;
-#X obj 31 237 #out window;
-#X text 48 122 this is the feedback loop;
-#X obj 143 50 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
--1;
-#X obj 262 87 loadbang;
-#X obj 141 103 #store;
-#X obj 161 68 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1
--1;
-#X obj 31 275 print;
-#X obj 31 256 fps detailed;
-#X obj 31 143 t a a;
-#X text 179 68 next;
+#N canvas 606 0 641 412 10;
+#X obj 13 51 tgl 15 0 empty empty empty 0 -6 0 8 -24198 -1 -1 1 1;
+#X obj 13 264 #out window;
+#X obj 184 122 loadbang;
+#X obj 13 109 #store;
+#X obj 33 88 bng 15 250 50 0 empty empty empty 0 -6 0 8 -14981 -1 -1
+;
+#X obj 13 147 t a a;
+#X text 49 86 next;
 #N canvas 0 0 450 632 game 0;
 #X obj 28 64 inlet matrix;
 #X obj 28 141 outlet matrix;
@@ -54,39 +49,39 @@
 #X connect 3 0 5 0;
 #X connect 4 0 1 0;
 #X connect 5 0 4 0;
-#X restore 31 102 pd game of life;
-#X text 260 60 init with a random map;
-#X text 261 72 10% white dots;
-#X text 33 169 convert this 1-bit matrix to standard RGB \; 1 becomes
+#X restore 13 128 pd game of life;
+#X text 182 95 init with a random map;
+#X text 183 107 10% white dots;
+#X text 15 215 convert this 1-bit matrix to standard RGB \; 1 becomes
 -1 becomes 255 \, but 0 stays 0;
-#X obj 53 45 metro 5;
-#X obj 5 329 cnv 15 640 30 empty empty empty 20 12 0 14 -200249 -66577
-0;
-#X obj 7 5 cnv 15 640 30 empty empty empty 20 12 0 14 -233017 -66577
-0;
-#X text 20 5 game_of_life.pd;
-#X text 20 18 Copyright 2001 Mathieu Bouchard;
-#X obj 262 125 # rand (b #);
-#X obj 262 144 # == (b # 0);
-#X msg 262 106 240 320 b # 10;
-#X obj 31 199 # inv+ (b # 0);
-#X obj 31 218 #outer ignore (3 b #);
-#X obj 161 49 for 0 100 1;
-#X text 13 336 GridFlow 0.9.5;
-#X connect 0 0 15 0;
-#X connect 1 0 8 0;
-#X connect 3 0 25 0;
-#X connect 4 0 22 0;
-#X connect 5 0 11 0;
-#X connect 6 0 5 0;
-#X connect 8 0 7 0;
-#X connect 9 0 23 0;
-#X connect 9 1 5 1;
-#X connect 11 0 9 0;
-#X connect 15 0 5 0;
-#X connect 20 0 21 0;
-#X connect 21 0 9 0;
-#X connect 22 0 20 0;
-#X connect 23 0 24 0;
-#X connect 24 0 1 0;
-#X connect 25 0 6 0;
+#X obj 184 160 # rand (b #);
+#X obj 184 179 # == (b # 0);
+#X obj 13 283 fps;
+#X floatatom 13 302 5 0 0 0 - - -;
+#X obj 0 0 doc_demo;
+#X obj 13 245 # inv+ (b #);
+#X text 89 240 (yes \, this is a crazy trick to avoid a multiplication)
+;
+#X obj 13 68 metro 16.6666;
+#X msg 184 141 480 640 3 b # 10;
+#X text 2 24 Copyright 2001 \, ... by Mathieu Bouchard;
+#X text 268 28 this is 3 simultaneous boards of game of life at 480*640
+;
+#X text 268 41 at 60 fps \, this is 55 million cells per second.;
+#X text 269 54 (this patch used to be monochrome);
+#X text 269 67 it's also easy to make it run with more than 3 channels
+\, but then it becomes tricky to display that many :);
+#X connect 0 0 18 0;
+#X connect 1 0 13 0;
+#X connect 2 0 19 0;
+#X connect 3 0 7 0;
+#X connect 4 0 3 0;
+#X connect 5 0 16 0;
+#X connect 5 1 3 1;
+#X connect 7 0 5 0;
+#X connect 11 0 12 0;
+#X connect 12 0 5 0;
+#X connect 13 0 14 0;
+#X connect 16 0 1 0;
+#X connect 18 0 3 0;
+#X connect 19 0 11 0;



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