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Steven Johnson edited this page Feb 10, 2014 · 7 revisions

Various ideas for the future.

Ramer-Douglas-Peucker algorithm, Lang simplification, McMaster's slide, etc.

Various ways to simplify polylines. Some of this has shown up in the Code Exchange, I think.

Other space-filling curves

There's plenty more besides Hilbert, and I guess a lot of ideas in e.g. Haverkort's paper (the rules, for instance) for further Hilbert stuff. Morton stuff has now been imported, but not yet seen any use.

Automata

Speaking of rules, play with L-systems and trees and such. Some interesting stuff is on e.g. Luc Devroye's page.

Dialogue games / defeasible logic

See if anything reasonable can be built out of these?

Priority queues

Play with some of these. Mentioned in Tektite's wiki, I believe.

Timeline / ladder queue stuff?

Ditto.

Approximate crumble effect from Vektor Space / Icebreakers

Might be easier with some of the features since added in Graphics 2.0.

Procedural art

Go to town with the grid iterators, e.g. to make masks or general art... could amortize costs by iteratively capturing completed sections and compositing them? (Ditto, would be a lot easier with render textures) This is somewhat along, for another project... if I could find a more reliable way to detect Starter / Pro, could play with more ideas.

Chaos and other interesting patterns

Maybe incorporate this into say the Tiling sample, and add additional samples.

Wikipedia links and so on for prospective ideas:

Arnold's cat map

Coupled map lattices

Logistic maps

Interval exchange maps

Standard maps

Lorenz attractors

Gauss iterated maps

Dyadic transformations

Duffing maps

Gingerbreadman maps

Zaslavskii maps

Tinkerbell maps

Tent maps

Kicked rotors

Kaplan-Yorke maps

Ikeda maps

Horseshoe maps

Hénon maps

Projectile targeting, with gravity

Has come up on the forum. Long, long ago I did some Tlachtli stuff with teams, which might be fun to mix in.

Try to do 8- or 16-bit style of 3D

World Runner- or Panorama Cotton-type graphics.

Ray tracer

Fun with coroutines! Hilbert-iterated for coherency? Save and load, etc.

IK

Ropes, tentacles, etc.

Voxels

Any way to make this viable?

Herringbone, Wang tiles, etc.

More along procedural lines, though could be for levels and such.

Presently looking at the colored corners literature, e.g.

This paper

and

Some building blocks

Local web pages

Tricks with falling back to JavaScript, WebGL, etc. every now and then?

Dart throwing

Via Wang tiles or scalloped sectors (including the boundary sampling specialization), say, for plotting random clusters.

Deformation

The harmonic or biharmonic coordinate stuff is there for finite element-based deformations, and then also what I've been seeing in the cubic mean value paper.