When programming Conway's Game of life on my computer. A problem arises; how to deal with the borders on the board? Do the cells at the border have to take into consideration less neighbours than the cells on the inside of the board? That creates unwanted effects at the edge of the board (as if the rules of the game changed there). Another possibility is to make an infinite board, but programming this seems complicated in many ways.
The solution? Sticking toghether the opposite sides of the board so that things seem to teleport to the other side when faced with the problem of interacting with one edge (a typicall approach for many similar games). This is topologically equivalent to a Torus as far as I understand. Whose fundamental polygon is
Then I played a little with different topologies. I've been able to create Conway's Game of Life with Klein Bottle topology and then with the Real Proyective plane topology. But there's one final topology I want to examine and is the Sphere. Surprisingly the Sphere is becoming more and more difficult to wrap my head around so I ask you for help.
According to the Fundamental polygon of a Sphere I should glue together the top side of the board with the left side, and the bottom side with the right side.
But I want my board on Game of Life to be non-square (the grid of cells not having the same number of rows and columns). This wasn't a problem in the other topologies because I was gluing together sides with the same lenght, but now things are more complicated. One solution would be to stretch/contract one of the sides to accomodate the other before gluing them. But how could I do that with a discrete subdivision of space (like in a board of cells)? If I make on cell bigger/smaller then how I define its neighbours now? I could create/destroy some cells so that the number of cells in one side matched the other I have to glue together, but then there would be cells without any role in the game or cells that interact to much with the neighbours, and what rules do I implement for that decission exactly? So I'm stuck here, I want to see a glider move across the board regularly without been destroyed or transformed just at the edges because I didn't implemented a sphere topology correctly, without imposing a square grid in particular. What should I do?



Edit: This answer is wrong, as pointed out in the comments. I'm leaving it here so that others don't make the same mistake.
Very interesting question! One idea that springs to mind would be to have two different grids of the same dimensions, representing hemispheres, and identify the edges of the grids in the obvious way. Thus we realise the sphere as a quotient space of two disjoint squares, instead of a single polygon.
Obviously this isn't ideal, since it would no longer look like one grid, but it would at least give a spherical topology.