You are clear - since we are looking for speed, in the last example I gave (DKJX394.000-0) I use the extension command to Pause graphical updates (LDGraphicsWindow.PauseUpdates and LDGraphicsWindow.ResumeUpdates) while the drawing is being done - this significantly reduces flicker as it only updates the visual GW after all the changes have been made. Its not perfect, but with SB we are crafting 'the best we can!" which for me as I said is half the fun.
Also I changed the logic so we do the life calculations only considering the alive cells, not wasting so much time on the dead regions - combined these are optimisations give reasonable performance, not compared to native C++ code for example, but good for SB.
Also I changed the logic so we do the life calculations only considering the alive cells, not wasting so much time on the dead regions - combined these are optimisations give reasonable performance, not compared to native C++ code for example, but good for SB.