USING CELLULAR AUTOMATA TO SIMULATE WAVE PROCESSES IN 2D SPACE
DOI: 10.31673/2412-4338.2025.018208
Abstract
Abstract. The paper investigates the use of cellular automata to model wave processes in twodimensional space with the aim of their potential use in simulating lighting effects for interactive gaming environments. A mathematical model is described, where for each cell the height and velocity are determined, which change over time based on the state of neighboring cells. In addition, each cell is assigned a constant mass coefficient, which allows creating different types of cells, combining which can be used to obtain a very complex behavior of the cellular automaton. Experiments have confirmed the model's ability to reproduce wave phenomena, including wavefront propagation, interference, and attenuation, which are key characteristics for realistic simulations.
The analysis of the experiment showed that the cellular automaton model can reproduce wave processes with high visual accuracy due to the local interaction of cells, which allows it to be used for simulating wave processes. An important aspect of the model is its flexibility in changing parameters, such as cell mass and wave propagation speed, which allows it to reproduce various physical processes. Due to its simple implementation and flexibility, the model can be adapted for gaming applications.
The prospects for optimizing the model for gaming environments are discussed, including the use of a simplified mesh, caching of results, and the use of multi-threaded processing. Additionally, the possibility of integrating the model with graphic shaders to realize more complex lighting effects is considered.
The paper concludes that cellular automata have significant potential for use in gaming applications, especially for interactive simulations of light and wave effects in real time. This model is a promising tool for use in graphical gaming environments due to its flexibility, performance, and scalability.
Keywords: cellular automaton, modeling, wave processes, graphic effects, light simulation, game applications, interactive simulation, real-time mode.