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ideas and todo.txt
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48 lines (42 loc) · 1.72 KB
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Nerves/networks:
* connect/move/disconnect
* activate to leave pixels
NN:
* neural network guiding small particles
* NN working as IFS (instead of a function)
IFS:
* Add perspective to generation (somehow?)
http://iquilezles.org/www/articles/distancefractals/distancefractals.htm
* volumetric fractals with raytracing
* add emission to palette (e.g. >0.8)
* other material props?
* fractals on surface (need uv-mapped surface) to raytrace
* blur based on variation (maybe in downsampled texture)
* https://www.maptoglobe.com/#
* Some way of guiding/drawing IFS target
* maybe flow/vector fields with random movement(?) functions or random physics
* maybe some sort of texture loading with texture being sdf
* zoom-regen-zoom-etc...
* auto-keystops for animation
Cellular automatton and stuff:
* want to grow plants like https://twitter.com/lorenschmidt/status/1069559544471273472
* but with trees
* ecology systems in general
* (maybe)on gpu for very very fast simulation
* gpu could do the sand/water/droping
* cpu for critters/plants
* Yggdrasil
* a main tree that `creates` the ecology (i.e. spawns seed species)
* HUGE
* maybe having biospheres in itself?
* sun being not ALL blocked but partially blocked (e.g. leaves vs water vs sand)
* water plants
* some way of complete ecology cycles (growth to death to new seeds/critters)
* crystals
* metacycles (e.g. crystal life, normal life, dust life, water life, etc...,)
* slimes
* light transfer from my dfhack work
* experiment with different pixels (e.g. split physics/image) for perf
* Lavalamp
* vector drawing thingy, but instead of crisp lines, you get fluid simmed ink (or just fluid simmed stuff)
* Zen garden: draw by dragging stuff through sand