- Each pixel/cell holds three fields using RGB values:
- Red (R): Represents energy (diffusive gas-like field).
- Green (G): Represents plant matter (structured life field).
- Blue (B): Represents water (fluid field with flow and pooling behavior).
- Fields interact locally only (no global counters, timers, or awareness).
- All updates happen in discrete ticks with synchronous state application (calculate, then apply).
- Behavior:
- Passively seeks equilibrium: spreads outward from high to low concentration.
- Red cells transfer 1 unit per tick to any neighboring cell with less red.
- Interaction with Other Fields:
- Blue field (water) can absorb red energy, acting as a transport medium.
- Green field (plant) consumes red to grow, and may release it back when decaying.
- Design Notes:
- Treated like heat or radiation: gas-like diffusion.
- No active intent or influence—just passive equalization.
- Optionally: red diffuses faster than blue or green for elegant flow.
- Behavior:
- Gravity-like rule: flows down if possible.
- If blocked below, spreads sideways.
- Pools when surrounded; doesn't pile up.
- Interaction with Other Fields:
- Carries some red energy when moving (e.g., absorbs some R, transfers it to neighbor).
- Plants (green) can only grow when enough water is nearby.
- Additional Option:
- Blue decays slowly via evaporation if isolated and surrounded by dry space.
- Binary state: 1 = plant present, 0 = no plant.
- Growth Rule:
- A green pixel may appear if:
- At least N units of blue (water) and M units of red (energy) are adjacent.
- It’s adjacent to an existing green cell (or a defined "seed" cell).
- A green pixel may appear if:
- Decay Rule:
- If red or blue falls below threshold, the plant:
- Dies, and is replaced by:
- Red and Blue returned to the grid (same amounts it cost to grow).
- Optionally: leaves behind a “soil” state that stabilizes future growth.
- Dies, and is replaced by:
- If red or blue falls below threshold, the plant:
- Geometric Growth:
- Grows in predictable symmetric patterns (e.g., cross-shaped from node).
- Grows in cardinal directions only (no diagonals unless specified).
- Resource Recycling:
- When green dies, it returns red and blue it used back into the environment.
- Nothing is created or destroyed—just converted and relocated.
- Stabilization:
- Green fields "lock" water and energy into place, slowing chaos.
- Prevents runaway feedback by capping expansion to available resources.
- Synchronous Update (all updates occur after scan of current grid state).
- Local only: Each cell can only “see” its immediate neighbors (Moore or Von Neumann).
- Tie-breaking rule:
- When multiple cells want to move into the same space (e.g., blue falling):
- Deterministic (e.g., leftmost first) or randomized per tick.
- When multiple cells want to move into the same space (e.g., blue falling):
- Use just two channels (e.g., red & blue) to simplify simulation further.
- Convert RGB floats to 8-bit integers (0–255) for visual elegance and GPU-compatibility.
- Add a decay field (alpha channel or grayscale) for dead matter or environmental scars.
- Energy halos around water pools.
- Plant rings forming around nutrient convergence zones.
- Wave-like pulse events as energy and water move out of sync.
- Self-organizing structures that oscillate, stabilize, or spiral.