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Examples/C++/todo.txt
2019-02-08 11:17:30 +00:00

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Totally not stollen ToDo list
- [ ] Forward kinematics
- [ ] Inverse kinematics
- [ ] Maze generation
- [ ] Flood fill search algorithm
- [ ] A* Search
- [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
- [ ] Newtons 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
- [ ] Rubiks cube solver and scrambler
- [ ] Rubiks cube renderer in OpenGL
- [ ] Connect 4 in OpenGL
- [ ] Fast Fourier transform for audio visualization
- [ ] Text editor using Terminal extension