3D Game of Life rules

All 30 rules in the app: what each one does, how it is written, and a link that runs it.

How to read a rule

In the Game of Life every cell is alive or dead, and all cells update together from how many of their neighbours are alive. In three dimensions a cell has 26 neighbours (the Moore neighbourhood: faces, edges and corners) or, in some rules, only the 6 that share a face (von Neumann).

The app can also count neighbours by weight (faces 3, edges 2, corners 1, so sums run to 50). The Explorer rules have a weighted form; Softology's are written for plain counting. From 2D to 3D explains why Conway's rule does not simply carry over to three dimensions.

Classic rules

Range rules from the app's first version. Each is a set of neighbour counts that give birth (B) and survival (S).

RuleNotationWhat it does
StandardB4-5/S4-6The rule the first version shipped with: slow, structured growth.
StableB4/S4-5Settles into still lifes quickly.
ChaoticB3-6/S2-5Wide ranges keep everything churning.
Die-OffB5-6/S5-6Most seeds thin out and vanish.
ExplosiveB2-6/S1-6Fills the box within a few generations.
CrystalB5/S3-5Crystalline lattices grow from dense seeds.
PulsatingB4-6/S3-4Blobs expand and collapse in cycles.
MazeB3-4/S3-4Corridors and walls.
SparseB6/S5Thin filaments that rarely thicken.

Explorer rules

Rules worth exploring, among them Carter Bays' Life 4555 and Life 5766 from his 1987 search for a Game of Life in three dimensions, and Conway's own 2D rule applied in 3D.

RuleNotationWhat it does
2D ConwayB3/S2-3The 2D rule applied in 3D; use a planar pattern to see it.
Life 4555B5/S4-5Supports gliders and stable structures.
SpikyB4-6/S5Spines shoot out and die back.
SeedsB3/SNothing survives; only births. Explosive fireworks.
MazeB3/S1-5Labyrinths that freeze once formed.
ExplosiveB4-5/S3-4Fast, chaotic expansion.
Day & NightB3,6-8/S3-4,6-8Symmetric between alive and dead.
Life 5766B6/S5-7Bays' Life 5766: B6/S5-7, slow solid growth. The 2x2x2 block is a still life. (Earlier versions also listed it as Stable Growth.)

Softology's rules

Named rules from Softology's collection of 3D cellular automata (softologyblog.wordpress.com). Most are Generations rules: a cell that fails to survive fades through dying states before it is gone.

RuleNotationWhat it does
445B4/S4/C5Born and survives with exactly 4; the dying fade for three generations. Fragile: many seeds die out, some grow a pulsing lattice. N tries another seed.
AmoebaB5-7,12-13,15/S9-26/C5A blob that swells until it fills the box, then sets solid.
ArchitectureB3/S4-6Fills the box with a restless scaffold of struts, about a fifth full.
Builder 1B4,6,8-9/S2,6,9/C10Sparse builders sprawl through the box, trailing eight generations of dying cells.
Builder 2B1/S5-7A cell is born beside any single live cell, so even one cell floods the box with churning lace.
Clouds 1B13-14,17-19/S13-26A dense random fill clumps into smooth clouds within a few generations, then holds still.
Clouds 2B13-14/S12-26Clouds 1 with fewer births: thinner, lumpier clouds.
CoralB6-7,9,12/S5-8/C4Grows outward like coral and keeps shifting once it reaches the walls.
Crystal Growth 1B1,3/S0-6One cell grows a symmetric crystal that freezes once it fills the box.
Crystal Growth 2B1,3/S1-2/C5A crystal from one cell whose inside never stops flickering.
PyroclasticB6-8/S4-7/C10Plumes erupt and burn out, each dying cell fading through eight states.
Spiky GrowthB13,17,20-26/S0-3,7-9,11-13,18,21-22,24,26/C4Noise hardens into spiky clumps within a few generations.
3D BrainB4/SNothing survives a generation; births with exactly 4 neighbours spread in waves.