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Hi @nati,
I hope you don't mind me offering some suggestions.

It would seem your main goroutine can be reduced down to:

    go func() {
        i := 0
        for _ = range ticker.C {
            currentState := maps[i%2]
            nextState := maps[(i+1)%2]
            start := time.Now()
            //lifegame.NextParallel(currentState, nextState)
            lifegame.Next(currentState, nextState)
            elasped := time.Since(start)
            fmt.Printf("elasped %s \n", elasped)
            if addNoise {
                if i < 50 {
                    lifegame.RandomPoints(nextState, rand.Intn(noise*100))
                } else {
                    lifegame.RandomPoints(nextState, rand.Intn(noise+1))
                }
            }
            driver.CallSync(func() {
                rgba := image.NewRGBA(image.Rect(0, 0, wSize, hSize))
                lifegame.DrawMap(rgba, currentState)
                texture := driver.CreateTexture(rgba, 0.5)
                canvasImage.SetTexture(texture)
            })
            i++
        }
    }()

I didn't see the need for WaitGroups, but for reference, instead of using a WaitGroup to do:

wg.Add(1)
go func() {
    // ... stuff ...
    wg.Done()
}()
wg.Wait()

You can could just use a chan:

sync := make(chan struct{})
go func() {
    // ... stuff ...
    close(sync)
}()
<-sync // blocks until a send or a close.

Here's more information about writing pipelines

Awesome stuff!

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