Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
A cellular automaton is a grid of cells, each in one of a finite set of states, updated in discrete steps by a rule that depends only on a cell's own state and its neighbours'. All cells update simultaneously.
Conway's Game of Life is the famous instance: cells live or die by neighbour count, and the result generates gliders, oscillators, and structures capable of universal computation. The point it demonstrates — that extremely simple local rules produce unbounded global complexity — is the reason automata matter beyond recreation.
They are practically useful for cave and terrain generation, fluid and fire approximation, crowd flow, and ecological simulation. A multi-species variant with predation, reproduction, and decay produces an evolutionary arms race whose visual behaviour is genuinely unpredictable, which is exactly what makes it good generative art.
Two implementation notes. Simultaneity is load-bearing: updating in place lets a cell see its neighbour's new state, which produces a different and usually wrong system. Double-buffering is the fix. And boundary handling is a design decision — wrapping the grid into a torus, treating edges as permanently dead, or clamping each produce visibly different behaviour at the margins.
See also5
Hand-picked in the note itself — the neighbours worth reading next.
Procedural Generation
Creating content algorithmically rather than authoring it by hand.
Graphics & Games12 connections
Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Games13 connections
Shader
A small program run on the graphics processor for every vertex or every pixel.
Graphics & Games12 connections
Constraint Propagation
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
Graphics & Games10 connections
L-System
A rewriting grammar that generates branching structures by repeated substitution.
Graphics & Games10 connections
Related4
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from10
Notes elsewhere in the wiki that reach for this one.
- Constraint PropagationGraphics & Games
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- Game AIGraphics & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Games
A rewriting grammar that generates branching structures by repeated substitution.
- Procedural GenerationGraphics & Games
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Games
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikeGraphics & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- Seeded RandomnessGraphics & Games
Pseudorandom generation from an explicit seed, so any output is reproducible.
- ShaderGraphics & Games
A small program run on the graphics processor for every vertex or every pixel.
- Trick-Taking GameGraphics & Games
A card-game family in which players contest a series of small rounds, and a source of unusually clean rule systems.
- VoxelGraphics & Games
A volumetric pixel — a value on a regular three-dimensional grid.