Cellular automata guide
Three looks
Each picture below starts from the random grid the tool opens with, on a grid of 100 cells a side. The rule was typed into the Custom rule box, which shows when you press Custom under Rules.
Press Play, and press the same button again (it reads Pause by then) near the generation named. Runs from a random grid never repeat exactly, so yours will differ in the detail.
Game of Life, B3/S23
Most of the random start has died away. What is left are small still blocks, rings, blinking lines, and a few clusters that are still changing. Press Play again and watch for gliders.
| Setting | Value |
|---|---|
| Cells per side | 100 |
| Grid | Apply size |
| Load and save | Random fill |
| Grid lines | On |
| Custom rule | B3/S23 |
| Generations / sec | 20 |
| Playback | Play |
| Playback | Play |
This is the same rule as the Game of Life button.
A maze, B3/S12345
Cells are born with 3 neighbours, as in Life, but survive with anything from 1 to 5. Crowded cells die, lonely ones hang on, and the grid grows into long corridors.
| Setting | Value |
|---|---|
| Cells per side | 100 |
| Grid | Apply size |
| Load and save | Random fill |
| Scheme | Ice |
| Custom rule | B3/S12345 |
| Generations / sec | 20 |
| Playback | Play |
| Playback | Play |
Seeds, B2/S
No cell survives, and any empty cell with exactly 2 live neighbours is born. The grid never settles: sparks spread and fill it with noise.
| Setting | Value |
|---|---|
| Cells per side | 100 |
| Grid | Apply size |
| Load and save | Random fill |
| Scheme | Fire |
| Custom rule | B2/S |
| Generations / sec | 20 |
| Playback | Play |
| Playback | Play |
This is the same rule as the Seeds button.