Breakdowns/Emerge 8

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Emerge 8

Classic survival meets striped interference and new palettes each load.

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emerge7

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Works171
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Fragments

Learn creative coding with shaders. For design engineers, creative coders and shader artists: techniques, tools, deep dives. Powered by ThreeJS and TSL.

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Implementation

What if odd and even columns played by different birth laws? Even columns stick to classic B3; odd columns demand five live neighbors before a dead cell wakes—brutally hard to nucleate. Survival stays Conway-style everywhere, so stripes don't just look different, they behave differently. You get moiré-ish territories where the two rhythms negotiate; reload for a new random color draw and the same fight reads like a new poster.

Breakdown

The whole trick is cellX mod 2 inside the rule. There are 3 key components:

Shared survival

Live cells persist on 2 or 3 neighbors, same as always—so once you're alive, the column stripe doesn't change your death logic.

Stripe-dependent birth

Alternating birth thresholds
const stripe = mod(cellX, float(2))
// ...
If(stripe.equal(0).and(neighborActiveCount.equal(3)), () => next.assign(1)).ElseIf(
  stripe.equal(1).and(neighborActiveCount.equal(5)),
  () => next.assign(1),
)

Even columns behave like textbook Life for births; odd columns need a crowded five-neighbor halo—rare, so those columns often lag or freeze in different phases than their neighbors.

Square grid and framing

176 × 176 keeps parity visually balanced (equal width for even/odd counts in the interior); framing scales slightly squash the field for composition. Random foreground / background in useMemo match the rest of the Emerge lottery pieces.

If you squint, it's a toy model for spatial heterogeneity—different local laws in one shared world—without leaving the CA sandbox.

Emerge 1

Emerge 1

Free
Emerge 2

Emerge 2

Free
Emerge 3

Emerge 3

Free
Emerge 4

Emerge 4

Free
Emerge 5

Emerge 5

Free
Emerge 6

Emerge 6

Free
Emerge 7

Emerge 7

Free

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