diff --git a/C++/Doom Fire Algorithm/output.o b/C++/Doom Fire Algorithm/output.o index 3ce5529..eabecfe 100644 Binary files a/C++/Doom Fire Algorithm/output.o and b/C++/Doom Fire Algorithm/output.o differ diff --git a/C++/Floyd-Steinberg diffusion/output.exe b/C++/Floyd-Steinberg diffusion/output.exe new file mode 100644 index 0000000..ee2d6d2 Binary files /dev/null and b/C++/Floyd-Steinberg diffusion/output.exe differ diff --git a/C++/todo.txt b/C++/todo.txt index ae1949b..18b6ca7 100644 --- a/C++/todo.txt +++ b/C++/todo.txt @@ -1,4 +1,4 @@ -To do +To do - [ ] Forward kinematics - [ ] Inverse kinematics @@ -17,7 +17,7 @@ To do - [ ] Tesseract - [ ] Lissajous table - [ ] Navier-Stokes fluid simulation -- [ ] Floyd-Steinberg dithering +- [x] Floyd-Steinberg dithering - [ ] Terminal text extension - [ ] SDL2 audio extension - [ ] Other error diffusion methods diff --git a/C++/todo.txt.save b/C++/todo.txt.save deleted file mode 100644 index 43bf31e..0000000 --- a/C++/todo.txt.save +++ /dev/null @@ -1,152 +0,0 @@ -To do - -- [ ] Forward kinematics -- [ ] Inverse kinematics -- [x] Simple pendulum -- [ ] Double pendulum -- [x] Doom fire algorithm -- [ ] Quad tree compression -- [ ] GLSL smallpt -- [ ] CPU smallpt -- [ ] Dithering library -- [ ] All RGB -- [ ] Chip-8 emulator -- [ ] Chip-8 assembler -- [ ] Chip-8 disassembler -- [ ] Normal mapping on images -- [ ] Tesseract -- [ ] Lissajous table -- [ ] Navier-Stokes fluid simulation -- [] Floyd-Steinberg dithering -- [ ] Terminal text extension -- [ ] SDL2 audio extension -- [ ] Other error diffusion methods -- [ ] Elementary cellular automata -- [ ] Two-dimensional cellular automata -- [ ] Software rasterizer -- [ ] Fire automata -- [ ] Plasma effect -- [ ] Perlin noise terrain -- [ ] Refracting rays -- [ ] Sierpinski triangle -- [ ] Untextured ray caster -- [ ] Textured ray caster -- [ ] Verlet integration rag doll physics -- [ ] Truetype font rasterizing -- [ ] Quaternion raymarching -- [ ] Newton fractal -- [ ] Complex function visualization -- [ ] Smoothed particle hydrodynamics -- [ ] Porting minecraft4k -- [ ] Physics sandbox (Verlet) -- [ ] Barycentric triangle coordinates -- [ ] Pac-Man simulation -- [ ] Dynamic lighting (line of sight) -- [ ] Tetris simulation -- [ ] Falling text (Matrix simulation) -- [ ] Snake simulation -- [ ] Ball/ball collisions and response -- [ ] The Powder Toy -- [ ] Burning ship fractal -- [ ] NES emulator -- [ ] MNIST neural network -- [ ] Simple XOR neural network -- [ ] Genetic algorithms -- [ ] Ear-clipping triangulation -- [ ] Fireworks particle system -- [ ] Newtonian gravity particle system -- [ ] Load models (SGL) -- [ ] Projection (SGL) -- [ ] Transformation (SGL) -- [ ] Culling (SGL) -- [ ] Clipping (SGL) -- [ ] Lighting (SGL) -- [x] Mandelbrot explorer -- [ ] Black/white dithering -- [ ] 3-bit color dithering -- [ ] N-body simulation -- [ ] Barnes-Hut n-body simulation -- [ ] Cloth simulation (Verlet) -- [ ] Procedural texture generation -- [ ] Hilbert curve -- [ ] Turtle graphics engine -- [ ] OpenGL procedural terrain -- [ ] Julia set explorer -- [ ] OpenGL model viewer -- [ ] GPU acceleration framework -- [ ] Raymarching silhouettes -- [ ] Raymarching Phong illumination -- [ ] Domain repetition and primitive operators (raymarching) -- [ ] OpenCV with OpenGL video processing -- [ ] Ray marched terrain -- [ ] GPU accelerated Mandelbrot explorer -- [ ] GPU accelerated Julia explorer -- [ ] GPU accelerated Burning Ship explorer -- [ ] GPU accelerated Newton explorer -- [ ] Physically correct asteroids -- [ ] Fractal generator (high-precision) -- [ ] Affine transformations (identity) -- [ ] Affine transformations (rotation) -- [ ] Affine transformations (translation) -- [ ] Affine transformations (scalar) -- [ ] Affine transformations (shear) -- [ ] Fractal Brownian motion simulation -- [ ] Phong lighting with normal interpolation -- [ ] Audio processing with stb_vorbis -- [ ] Voronoi diagrams -- [ ] Raymarched die -- [ ] Raymarched pawn -- [ ] Cellular noise terrain -- [ ] Voronoi based terrain generation -- [ ] Naive metaballs -- [ ] Naive Voronoi metaballs -- [ ] Naive blended metaballs -- [ ] Metaballs with marching squares -- [ ] Perlin noise flow field -- [ ] Pressure and heat simulations -- [ ] Marching squares isolines -- [ ] 15 seconds of RAM on Chip-8 -- [ ] K-means clustering -- [ ] Additive blending -- [ ] RGB 3D visualization -- [ ] RGB-HSL and vice versa -- [ ] Grapher -- [ ] Flocking (boids) -- [ ] Image quantization (median-cut) -- [ ] Image quantization (k-means) -- [ ] Double-precision GLSL fractals -- [ ] Bézier curve -- [ ] Refraction (optics) -- [ ] Mode 7 racing -- [ ] Spiral raster -- [ ] Plot function -- [ ] Rope simulation (Verlet) -- [ ] Hair simulation (Verlet) -- [ ] Koch snowflake -- [ ] Newton’s cradle simulation (Verlet) -- [ ] Anti-aliased line rasterization (Xiaolin Wu) -- [ ] Anti-aliased thick line rasterization (Xiaolin Wu) -- [ ] Spirograph -- [ ] Circle-line intersection -- [ ] Fourier series visualization (square) -- [ ] Fourier series visualization (saw) -- [ ] Discrete Fourier transform -- [ ] Fourier transform based epicycles -- [ ] Fast Fourier transform -- [ ] 2D nearest-neighbor interpolation -- [ ] Bilinear interpolation -- [ ] Bicubic interpolation -- [ ] Edge detection -- [ ] Catmull-Rom splines -- [ ] Sepia filter -- [ ] Various black/white filters -- [ ] Guassian blur -- [ ] Box blur -- [ ] Image convolution using kernels -- [ ] Function approximation using neural networks -- [ ] Checkers/chess game in OpenGL -- [ ] Rubik’s cube solver and scrambler -- [ ] Rubik’s cube renderer in OpenGL -- [ ] Connect 4 in OpenGL -- [ ] Fast Fourier transform for audio visualization -- [ ] Text editor using Terminal extension