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Blitzer's Blog >> 72095

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Posted: 05 Sep 2026 16:48 [ permalink ]
```c
/ gamelib/mesh/genesis_grid.c
object proxy_me;
int grid_width;
int grid_height;
/ Helper to generate string keys for the 1D mapping to mimic a 2D plane
string get_key(int x, int y) {
    return sprintf("%d,%d", x, y);
}
void create() {
    int x;    int y;
    string key;
    mapping init_cells;    mapping init_thermal;
    grid_width = 20;    grid_height = 20;
    
    // Arrays/Mappings to hold the states[cite: 3]
    init_cells = ([]);
    init_thermal = ([]);
    // 1. Capture the Proxy wrapper for state sync 
    proxy_me = mesh_sync_object(this_object(), "genesis_chunk_1",
"^(cells|thermal_map)$");
    // Initialize grid default states
    for (x = 0; x < grid_width; x++) {
        for (y = 0; y < grid_height; y++) {
            key = get_key(x, y);
            init_cells[key] = 0;
            init_thermal[key] = 0.0;
        }
    }
    // 2. Route all state initialization through the proxy[cite: 1]
    proxy_me["cells"] = init_cells;
    proxy_me["thermal_map"] = init_thermal;
    // Start the physics engine loop
    call_out("tick", 1);
}
void apply_thermal_radiation(int x, int y, float heat) {
    string key;
    mapping current_thermal;
    key = get_key(x, y);
    current_thermal = proxy_me["thermal_map"];
    current_thermal[key] = current_thermal[key] + heat;
    // Force trigger the CRDT_MUTATION trap by directly assigning the root
property[cite: 2]
    proxy_me["thermal_map"] = current_thermal;
}
void tick() {
    mapping current_cells;    mapping current_thermal;
    mapping next_cells;    mapping next_thermal;
    int x;    int y;
    int dx;    int dy;
    int nx;    int ny;
    int neighbors;    int current_state;
    float current_heat;    float neighbor_heat;
    string key;    string nkey;
    // Isolate current network state before mutations
    current_cells = proxy_me["cells"];
    current_thermal = proxy_me["thermal_map"];
    next_cells = ([]);
    next_thermal = ([]);
    for (x = 0; x < grid_width; x++) {
        for (y = 0; y < grid_height; y++) {
            key = get_key(x, y);
            current_state = current_cells[key];
            current_heat = current_thermal[key];
            neighbors = 0;
            neighbor_heat = 0.0;
            // Evaluate 8-way neighbors for Conway and Thermal logic
            for (dx = -1; dx <= 1; dx++) {
                for (dy = -1; dy <= 1; dy++) {
                    if (dx == 0 && dy == 0) {continue;}
                    nx = x + dx; ny = y + dy;
                    // Grid bounds checking
                    if (nx >= 0 && nx < grid_width && ny >= 0 && ny <
grid_height) {
                        nkey = get_key(nx, ny);
                        // Conway neighbor counting (State 1 = Alive)
                        if (current_cells[nkey] == 1) {
                            neighbors = neighbors + 1;
                        }
                        
                        // Accumulate neighboring ambient heat
                        neighbor_heat = neighbor_heat + current_thermal[nkey];
                    }
                }
            }
            // 1 & 2. Physics & Survival Evaluation[cite: 3]
            if (current_state == 1) {
                // Conway's Life
                if (neighbors == 2 || neighbors == 3) {
                    next_cells[key] = 1; // Survive
                } else {
                    next_cells[key] = 0; // Death by isolation/overcrowding
                }
            } else if (current_state == 0) {
                if (neighbors == 3) {
                    next_cells[key] = 1; // Reproduction
                } else {
                    // Gravity Evaluation: Is a block falling into this space?
                    if (y - 1 >= 0) {
                        nkey = get_key(x, y - 1);
                        if (current_cells[nkey] == 2) {
                            next_cells[key] = 2; // Catch falling block
                        } else {
                            next_cells[key] = 0;
                        }
                    } else {
                        next_cells[key] = 0;
                    }
                }
            } else if (current_state == 2) {
                // Gravity Evaluation: Block (State 2) Physics
                if (y + 1 < grid_height) {
                    nkey = get_key(x, y + 1);
                    if (current_cells[nkey] == 0) {
                        // Cell below is empty; we are falling. Inherit block
from above (if any).
                        if (y - 1 >= 0) {
                            nkey = get_key(x, y - 1);
                            if (current_cells[nkey] == 2) {
                                next_cells[key] = 2; 
                            } else {
                                next_cells[key] = 0;
                            }
                        } else {
                            next_cells[key] = 0;
                        }
                    } else {
                        next_cells[key] = 2; // Blocked by structure below,
remain static
                    }
                } else {
                    next_cells[key] = 2; // Floor collision, remain static
                }
            }
            // 3. Thermal Dissipation Logic[cite: 3]
            next_thermal[key] = (current_heat * 0.5) + (neighbor_heat *
0.0625);
        }
    }
    // 4. Mutate the proxy to trigger the CRDT_MUTATION traps en masse[cite:
1]
    proxy_me["cells"] = next_cells;
    proxy_me["thermal_map"] = next_thermal;
    // Re-schedule tick engine[cite: 3]
    call_out("tick", 1);
}
```