Elementary Cellular Automaton
Run a one-dimensional elementary cellular automaton — the simplest class of cellular automata, where each cell's next state depends on its own value and its two immediate neighbors via a single 8-bit Wolfram rule number (0–255). Watch generations stack downward as the rule plays out from a single live cell or a random start. Includes the iconic rules: 30 (chaotic, used for Mathematica's random generator), 90 (the Sierpinski triangle), 110 (Turing-complete), and 184 (traffic flow). Everything runs locally in your browser.
Rule table — neighborhood (left, self, right) → output
Evolution
An elementary cellular automaton is a row of binary cells evolving in discrete time steps. Each new cell is a function of its three-cell neighborhood (left, self, right) — eight possible patterns (111, 110, …, 000), each mapping to a 0 or 1. Pack those eight output bits into a single byte and you get the Wolfram rule number (0–255), which completely defines the automaton's behavior. Despite this simplicity, some rules produce extraordinarily complex behavior: rule 110 is Turing-complete (capable of universal computation, like the Turing machine), rule 30 passes statistical tests for randomness, and rule 90 generates the Sierpinski triangle (each cell is the XOR of its two neighbors). Boundaries are dead (0) unless wrap edges is checked. Pairs with Conway's Game of Life (2D) and the Turing Machine Simulator. Everything runs locally — nothing leaves your browser.