Take the red stone from Minecraft as an example - these are basically 15 states of cellular automata with the following basic rule:
Redstone -> Redstone, powered of level Max(neighbours)-1
and additional rules for various related items
Repeater, inactive -> Repeater, active, level 2 if its input is powered
Repeater, active, level 2 -> Repeater, active, level 1
Repeater, active, level 1 -> Repeater, inactive
Redstone, unpowered -> Redstone, powered if there is a neighbouring Repeater, level 1 or another source
(I wrote more about how Minecraft material can be implemented using CA: http://madflame991.blogspot.com/2011/10/cellular-automata-in-minecraft.html )
Now, my questions are: how would the game manage to update the HUGE refractory devices? What data structure is used? Is it really implemented as a cellular automaton? If not, what do you think?
PS I do not ask anyone to look into the source code, but just to talk about how this technical thing is achieved. ... and I post it here on SO, not on gamedev, because this is a CA question, not a gamedev related question.
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