This project is a cellular automaton that I implemented a while back. It’s a special type of automation called a block automaton; block automata function like normal cellular automata (Conway’s game of life and co.), but the cell neighborhoods used for state transitions are determined by partitioning the grid into blocks at each timestep.

The ‘tron’ rule in particular yields interesting geometric shapes from very simple patterns. I’ve configured it to randomly pick one of several seeds, then run until the pattern is complex enough. To see these patterns develop from the start, click here

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