The simplest constructions are those in which a Glider strikes a simple object, producing another object. An object containing one or more class of symmetry will have fewer possible collisions than one that is asymetric. For example, a Glider can collide with a Block[4.1], in a total of six unique ways. Three of these collisions result in an empty field. Of the three others, one produces a Pi Heptomino, one produces a Honeyfarm, while the last has the effect of shifting the Block to a new position.
Similarly, there are six collisions with a Tub [4.2], twelve with a
thirteen with a Beehive [6.4],
and 56 with an Eater [7.3].
Most of these collisions do not produce useful objects, but there are a few that result in other single objects. Most useful are the ones
where it appears as if the target object is converted to a similar object in the same location--
|A: Boat [5.1] Block [4.1] (3A)||B: Pond [8.7] Ship [6.2] (F)||C: [8.5] Eater [7.3] (4I)||D: Long Barge [8.9] Tub [4.2] (+ Block) (2F)|
|E: Tub w/Tail [8.6] Loaf w/Tail [11.43] (4K)||F: Tub w/Tail [8.6] Barge [6.5] (1A)||G: Bi-Pole [8P2.1] Snake [6.1] (1I)||H: [9.4] [11.43] (1E)|
|I: [9.10] Eater [7.3] (4H)||J: 10.18] [11.43] (2B)||K: [10.20] Eater [7.3] (4D)|
Several of the examples above also illustrates how in some cases a second object will also be created as a side effect. These can usually be eliminated by using an additional Glider. Note how in almost all cases, the resulting object is smaller, or the same size, as the original object. More useful would be collisions which increase the size of the target object. How this can be accomplished will be shown later.