gol2 array is static size, adding new GoL won't increase memory usage.
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@ -3560,8 +3560,22 @@ void Simulation::update_particles_i(int start, int inc)
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rt = pmap[ady][adx];
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if (!rt || (rt&0xFF)==PT_LIFE)
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{
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gol2[ady][adx][golnum] ++;
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//the total neighbor count is in 0
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gol2[ady][adx][0] ++;
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//insert golnum into neighbor table
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for ( i=1; i<9; i++)
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{
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if (!gol2[ady][adx][i])
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{
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gol2[ady][adx][i] = (golnum<<4)+1;
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break;
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}
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else if((gol2[ady][adx][i]>>4)==golnum)
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{
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gol2[ady][adx][i]++;
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break;
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}
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}
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}
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}
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}
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@ -3585,21 +3599,25 @@ void Simulation::update_particles_i(int start, int inc)
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if (!r)
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{
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//Find which type we can try and create
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for (golnum = 1; golnum<=NGOL; golnum++)
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int creategol = 0xFF;
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for ( i=1; i<9; i++)
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{
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if (grule[golnum][neighbors]>=2 && gol2[ny][nx][golnum]>=(neighbors%2)+neighbors/2)
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if (!gol2[ny][nx][i]) break;
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golnum = (gol2[ny][nx][i]>>4);
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if (grule[golnum][neighbors]>=2 && (gol2[ny][nx][i]&0xF)>=(neighbors%2)+neighbors/2)
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{
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create_part(-1, nx, ny, PT_LIFE|((golnum-1)<<8));
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break;
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if (golnum<creategol) creategol=golnum;
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}
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}
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if (creategol<0xFF)
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create_part(-1, nx, ny, PT_LIFE|((creategol-1)<<8));
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}
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else if (grule[golnum][neighbors-1]==0 || grule[golnum][neighbors-1]==2)//subtract 1 because it counted itself
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{
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if (parts[r>>8].tmp==grule[golnum][9]-1)
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parts[r>>8].tmp --;
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}
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for ( z = 0; z<=NGOL; z++)
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for ( z = 0; z<9; z++)
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gol2[ny][nx][z] = 0;//this improves performance A LOT compared to the memset, i was getting ~23 more fps with this.
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}
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//we still need to kill things with 0 neighbors (higher state life)
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@ -74,10 +74,9 @@ public:
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int emp_decor;
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//Gol sim
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int CGOL;
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int ISGOL;
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int GSPEED;
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unsigned char gol[YRES][XRES];
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unsigned char gol2[YRES][XRES][NGOL+1];
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unsigned short gol2[YRES][XRES][9];
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//Air sim
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float (*vx)[XRES/CELL];
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float (*vy)[XRES/CELL];
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