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-rw-r--r--externals/gridflow/pd_examples/game_of_life.pd65
1 files changed, 0 insertions, 65 deletions
diff --git a/externals/gridflow/pd_examples/game_of_life.pd b/externals/gridflow/pd_examples/game_of_life.pd
deleted file mode 100644
index d8820876..00000000
--- a/externals/gridflow/pd_examples/game_of_life.pd
+++ /dev/null
@@ -1,65 +0,0 @@
-#N canvas 400 83 791 374 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 161 49 for 0 10 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 fork;
-#X text 179 68 next;
-#N canvas 0 0 450 210 game 0;
-#X obj 28 64 inlet matrix;
-#X obj 28 141 outlet matrix;
-#X text 18 14 this part at the left defines the rule of the game (this
-is my own rewriting of the rules. it is equivalent to the original
-but faster to compute.);
-#X obj 28 83 # << (b # 1);
-#X obj 28 103 #convolve (3 3 b # 0 0 0 0 1) \, op >> \, seed (b # -5)
-;
-#X obj 28 122 # < (b # 3);
-#X connect 0 0 3 0;
-#X connect 3 0 4 0;
-#X connect 4 0 5 0;
-#X connect 5 0 1 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
--1 becomes 255 \, but 0 stays 0;
-#X obj 53 45 metro 5;
-#X obj 5 329 cnv 15 780 30 empty empty empty 20 12 0 14 -200249 -66577
-0;
-#X text 13 336 GridFlow 0.8.0;
-#X text 13 336 GridFlow 0.8.0;
-#X obj 7 5 cnv 15 780 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 connect 0 0 16 0;
-#X connect 1 0 9 0;
-#X connect 3 0 4 0;
-#X connect 4 0 7 0;
-#X connect 5 0 25 0;
-#X connect 6 0 12 0;
-#X connect 7 0 6 0;
-#X connect 9 0 8 0;
-#X connect 10 0 26 0;
-#X connect 10 1 6 1;
-#X connect 12 0 10 0;
-#X connect 16 0 6 0;
-#X connect 23 0 24 0;
-#X connect 24 0 10 0;
-#X connect 25 0 23 0;
-#X connect 26 0 27 0;
-#X connect 27 0 1 0;