I've been checking out some of the huge amount of output that you and Jason from Softology have made with MNCA, so awesome to see, top work!!
I also cloned the vulkan-mnca repo from your github and it compiled and ran without any issues on my thankfully very-recently completely-updated Gentoo. I'm over the moon about that!! I've been meaning to try to wrap my head around what vulkan is like to work with and this looks like a perfect example for the kinds of things I'd want to play with! Utterly choice to connect with you, thankyou HN for being so choice! (especialy dang!)
Edit : Ahah I just noticed the "other commenter" is you
It's a rather out-there (non-serious) idea where all the usual 'stuff' of a GUI is actually made out of dynamically-simulated-CA/RD cells interacting with each other.
Let's say for example once one had developed some way to reliably simulate a dynamic but smooth and stable enclosed area with a boundary (like a bag?), well you could call that layer a 'window'-ish-type-thing and constrain the sub-simulations (ie the window-widgets) to only grow inside the window. Window-docking could perhaps have behavior a bit like bubbles-adhering-to-each-other as a natural outcome of the simulated-nature of them and wobbly-windows could be made to be a natural outcome of there being the wave-equation as one of the formulae being used, and other things like that.
It's definitely an out-there idea not really intended for regular-consumption but I think it could be super fun to explore especially for playful in-game-UI use-cases.
I agree some of the MNCA examples are very reminiscent of things that various RD's do, the one titled "A more complex MNCA example" has a similar oscillating-worms feel to something I found in a modified Gray Scott:
I want to try my hand at writing such a general case continuous cellular automata engine, but I first need to dive into the literature around Lenia, and this is only one of the many things I want to try...
Anyway, thanks for sharing your work. I took a quick look at your write-up and will definitely come back to it later.
Unfortunately, my writeup isn't anywhere near as coherent on the technical/engine details, and the actual code is a right mess. It's more focused on the pattern family design.
Overall, my results came out very similar to Lenia in many ways, and some discovered patterns also directly resemble reaction diffusion.
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https://slackermanz.com/understanding-multiple-neighborhood-...
https://www.shadertoy.com/user/SlackermanzCA
https://www.youtube.com/@Slackermanz/videos