#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