> I have not, but I would imagine you'd encounter at least:
>
> Strategy (to allow you to vary the birth/death rules flexibly)
> Composite (Perhaps - one way to deal with the cell/neighbor
relationship)
> Iterator Pattern (to isolate the way the cells are stored from the
way they
> are processed)
> Flyweight (the cells themselves are all basically the same, aside
from
> locational state)
>
It's very challenging, esp since I'm trying to cover in my design
the "standard" game, a color variation, and a third cellular automata
game called the voting game.
Plus, I need more experience w/ the patterns themselves.
thanks for the info,
matt tag