<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>WebAssembly on Graeme Newlands</title><link>https://graemenewlands.com/tags/webassembly/</link><description>Recent content in WebAssembly on Graeme Newlands</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Thu, 24 Sep 2026 00:00:00 -0700</lastBuildDate><atom:link href="https://graemenewlands.com/tags/webassembly/index.xml" rel="self" type="application/rss+xml"/><item><title>Conway's Game of Life in OPS5: Declarative Cellular Automata in WebAssembly</title><link>https://graemenewlands.com/posts/conways-game-of-life-in-ops5/</link><pubDate>Thu, 24 Sep 2026 00:00:00 -0700</pubDate><guid>https://graemenewlands.com/posts/conways-game-of-life-in-ops5/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;&lt;strong&gt;Disclaimer&lt;/strong&gt;: Generated by AI, Gemini 3.8 through Antigravity&lt;/p&gt;&#10;&lt;/blockquote&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;Cellular automata like John Conway&amp;rsquo;s &lt;strong&gt;Game of Life&lt;/strong&gt; are almost universally taught and implemented imperatively: allocate a two-dimensional grid array, iterate over every row and column with nested &lt;code&gt;for&lt;/code&gt; loops, count the 8 Moore neighbors, and write the next state to a backbuffer.&lt;/p&gt;&#10;&lt;p&gt;Following my recent work building &lt;a href="https://github.com/graemenewlands/ops5"&gt;&lt;strong&gt;&lt;code&gt;ops5&lt;/code&gt; in Go&lt;/strong&gt;&lt;/a&gt; (and the deep dive in &lt;a href="https://graemenewlands.com/posts/building-ops5-in-go/"&gt;&lt;em&gt;Building OPS5 in Go: Implementing the Rete Algorithm from Scratch&lt;/em&gt;&lt;/a&gt;), I wanted to put the engine through its paces with something visually tangible, reactive, and non-trivial:&lt;/p&gt;</description></item></channel></rss>