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Ideas
Various ideas for the future.
Various ways to simplify polylines. Some of this has shown up in the Code Exchange, I think.
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.
Speaking of rules, play with L-systems and trees and such. Some interesting stuff is on e.g. Luc Devroye's page.
See if anything reasonable can be built out of these?
Play with some of these. Mentioned in Tektite's wiki, I believe.
Ditto.
Might be easier with some of the features since added in Graphics 2.0.
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.
Maybe incorporate this into say the Tiling sample, and add additional samples.
Wikipedia links and so on for prospective ideas:
Has come up on the forum. Long, long ago I did some Tlachtli stuff with teams, which might be fun to mix in.
World Runner- or Panorama Cotton-type graphics.
Fun with coroutines! Hilbert-iterated for coherency? Save and load, etc.
Ropes, tentacles, etc.
Any way to make this viable?
More along procedural lines, though could be for levels and such.
Presently looking at the colored corners literature, e.g.
and
Tricks with falling back to JavaScript, WebGL, etc. every now and then?
Via Wang tiles or scalloped sectors (including the boundary sampling specialization), say, for plotting random clusters.
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.