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#LOW PRIORITY the rest of the materials
look at reducing chunk sizes? increasing chunk sizes? Limited to 10k rows. everything else
make FoV faster from ctypes import cdll | kernel = cdll.LoadLibrary("./cgal-swig-bindings/build-python/CGAL/_CGAL_Kernel.so") can't because of GLIBCXX_3.4.29 missing, needs conda updated same with cffi on same target look in ~/miniconda3/envs/ghostsystem/lib/python3.8/site-packages/CGAL ~/miniconda3/envs/ghostsystem/lib/python3.8/site-packages/CGAL how to use the raw .so is unknown. it's in scratch_3

#TODO

python test suite coverage
per-actor pathing
my apartment test map

#IN PROGRESS

FoV faster: Visibility From Point Visible Surface Determination algo Visibility culling Visibility Map Hard Shadows ray-set tracing point-based rendering problem is discrete(limited rays) or continuous? probably D solution is structured Discrete or Continuous. Discrete easier is semantics: Object space or Image space. absolutely Object space Accuracy: Exact Conservative or Approximate. Not sure, conservative probably easiest DOC: woo&amanatides 1990 hard shadows wonka&schmalsteig 1999 too constrained to ground-intersections DOA: none DOE: Appel 1968 cohen-or&Shaked 1995 Lee&shin 1997 Whitted 1979 heidmann 1991 Open3d point cloud Hidden Surface Removal Easy3d?

clientside rendering of some kind

#DONE character ownership/persistence/database character save done entity correlating to logged-in persons done persist connection/authorization - cookies?
authentication+account creation + argon2id display transparent walls/floors that are still in LoS graceful shutdown figure out global vs per-actor position addressing
seeing other entities per-actor fov Per-district Map
fixed deploy issues
make materials a function not a class
map representation - use 2^7 bits for the 4 materials
basic esper ECS implementation
basic hello world connectivity