153 lines
4.5 KiB
Plaintext
153 lines
4.5 KiB
Plaintext
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
|
||
- [x] 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
|