Commit Graph
33 Commits
Author SHA1 Message Date
lobo 07a9b8bc11 fix(site): remove canvas frame, invert logos, new footer text
The canvas had a 1px frame. The company logos are opaque white, so
invert them to match the dark tiles. Core fetches the Auth public key
(JWKS), so the To Be Played diagram now shows that arrow.
2026-10-14 08:49:00 +02:00
lobo 449e2d430a chore(contact): use info@andreas-dahm.eu as contact email
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The old private address is no longer used. Update the imprint
page, the mail button and the README.
2026-10-14 07:53:04 +02:00
lobo dc9f09bede refactor(components): use OnPush and signals in components
Angular 22 defaults to OnPush, so Eager is removed.
Template state is now signals, so sorting needs no detectChanges.
Game of Life execution time now updates live.
Remove the unused ImageDialogComponent and turn the OnPush lint rule
back on.
2026-10-13 11:10:04 +02:00
lobo 775845b801 build(angular): upgrade to angular 22, add to-be-played project
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Move to Angular 22 and update all dependencies. TypeScript stays on 6.0
(7 is blocked by Angular 22). Drop the ip-address override, add
fast-uri and basic-ftp overrides for audit fixes.
Set ChangeDetectionStrategy.Eager on components, as the ng update
migration does, and turn off the new OnPush lint rule.
Add the To Be Played project to the projects page and the about page.
2026-10-12 09:48:29 +02:00
Andreas Dahm f543a5e2f3 Upgraded dependencies and extended stopwatch
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2026-08-20 12:00:39 +02:00
Andreas Dahm a26443af8f Lots of technical improvements
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2026-06-02 15:48:31 +02:00
Andreas Dahm 9a6e91ea9d Using tailwind instead of scss as much as possible
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2026-04-16 11:58:16 +02:00
Andreas Dahm a349f630c6 Updated the webgpu stuff to have webgl as fallback 2026-04-16 10:04:48 +02:00
lobo 5c97667ec1 Use loadComponent for routes and cleanup
Switch route definitions to lazy-load components via loadComponent dynamic imports and remove direct component references from RouterConstants. Remove several components' standalone flags and adjust component metadata (styleUrl vs styleUrls) and imports accordingly. Make AlgorithmsService and AlgorithmsComponent synchronous (getCategories() now returns an array and template iterates categories directly). Replace alert in PathfindingComponent with MatSnackBar and inject it. Simplify LanguageService initialization to use existing translate configuration. Remove unused ReloadService. Make GenericGridComponent.lastCell protected. Miscellaneous tidy-ups across related files.
2026-03-07 16:12:16 +01:00
lobo f46a1ed0bf Add CLAUDE.md, use snackbar for WebGPU errors
Add a new CLAUDE.md project guidelines file. Update BabylonCanvas to replace alert() with an Angular Material MatSnackBar and use ngx-translate for a localized WebGPU-not-supported message (injects MatSnackBar and TranslateService and updates imports). Add the corresponding WEBGPU.NOT_SUPPORTED entries to en.json and de.json for localization.
2026-03-07 15:50:31 +01:00
Andreas Dahm 24c4dd3290 Fixed problem if webgpu is not available and added alert to show the problem. Maybe somewhere in the future i will use toasts for this.
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2026-03-05 10:57:07 +01:00
lobo f4104d02e8 Bump deps and refactor layouts/styles
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Update package-lock with multiple dependency bumps (Angular CLI/DevKit/schematics to 21.1.5, ajv to 8.18.0, minimatch/brace-expansion updates, tar, qs, swiper, hono, etc.). Wrap the generic grid canvas in a container and clean up HTML structure/indentation in algorithms and pathfinding templates (add card-grid wrapper and reformat content). Adjust global styles: refine .algo-container and app-root margins/gaps, and refactor hero/photo/intro styles for responsive layout. Changes are primarily dependency updates and UI/layout refinements.
2026-02-25 08:50:28 +01:00
lobo ed0e370e9d Fixed some styling issues 2026-02-24 08:27:59 +01:00
lobo 954211b3cf Add cloth simulation page with WGSL shaders
Introduce a new cloth simulation feature: adds ClothComponent (TS/HTML/SCSS) and WGSL compute/vertex/fragment shaders implementing an XPBD-based cloth sim. Wire up routing and RouterConstants, add the cloth entry to the algorithms list, and add English/German i18n strings. Also include small refactors/renames for algorithm-category and algorithms.service imports and update BabylonCanvas to tolerate optional shader configuration and avoid null access during setup.
2026-02-23 11:02:54 +01:00
lobo 885e609082 Update particles-background.component.ts
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2026-02-23 10:08:36 +01:00
lobo b61eb4eb73 Update particles-background.component.ts
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2026-02-23 10:07:26 +01:00
lobo ad43459173 Added background animation to habe a little bit more interesting page
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2026-02-23 10:01:01 +01:00
lobo c160fb4bc8 overworked the project detail pages 2026-02-23 09:37:26 +01:00
lobo cb2ffa2d80 Consolidate and modernize SCSS into global styles
Move component-level styles into src/styles.scss and remove duplicated rules from several component SCSS files (app, topbar, about, algorithms, sorting, imprint, project dialog, projects, babylon-canvas). The global stylesheet now centralizes layout and typography (clamp-based sizing), sorting visualization & canvas rules, topbar/menu overrides, project/swiper styles, and shared utilities. This reduces duplication, improves responsiveness, and simplifies stylesheet management.
2026-02-22 11:48:21 +01:00
lobo 5721b2e48e Added resize callback to restart simulation new if canvas is resized 2026-02-21 10:25:20 +01:00
lobo f499b78fd5 Adding uniform buffers
But still resolution problem
2026-02-20 17:25:42 +01:00
lobo 55ece27e1c Add pendulum demo and WGSL support
Introduce a new Pendulum demo (component, template, stylesheet) and wire it into routing and the algorithms list. Extend Babylon canvas API to emit a SceneReadyEvent (scene + engine) and accept a shaderLanguage option in RenderConfig so materials/shaders can target WGSL; update Fractal to consume the new SceneReadyEvent signature. Also add i18n entries for the pendulum demo.
2026-02-18 11:58:25 +01:00
lobo 68e21489ea Update babylon-canvas.component.ts 2026-02-17 10:41:51 +01:00
lobo 796fdf4a79 Fixed small visual problems with canvas 2026-02-17 09:39:37 +01:00
lobo a494c8156d Fixed resizing problem for 2d canvas
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2026-02-17 09:27:21 +01:00
lobo 4685a94f1d Imporoved pinching for 3d fractals
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2026-02-12 21:12:40 +01:00
lobo c409cd08b1 Changed 2d fractals to webgl for more performance
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2026-02-12 10:14:22 +01:00
lobo cc6997e732 Excluded the rendering in an own component 2026-02-12 09:13:35 +01:00
lobo e8354bfecd Add Prim/Kruskal maze gen & nodeData refactor
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Implement Prim and Kruskal maze generation in the Labyrinth component with animated generation and UI guards. Introduces isAnimationRunning signal, mazeAnimationSpeed, maze node order tracking and animateMazeGeneration; createRandom(now takes a boolean) triggers either Prim or Kruskal flow, sets random start/end, and animates. Refactor Node.distance -> nodeData across models, components and the PathfindingService (Dijkstra/A*) to use nodeData for g-scores/ids. Add SharedFunctions.shuffleArray utility and update i18n (EN/DE) with labels for Prim/Kruskal. Misc: minor cleanup/init changes and drawing logic adjustments to support the new maze flows.
2026-02-09 14:55:05 +01:00
lobo bbec113f5d Add labyrinth maze generator and integrate routes
Introduce a new Labyrinth feature: add LabyrinthComponent (TS/HTML/SCSS) implementing maze generation (Prim's/Kruskal) and visualization using the existing generic grid. Wire the component into RouterConstants and app.routes, and add the algorithm entry to AlgorithmsService. Refactor pathfinding internals: rename Node.previousNode -> Node.linkedNode and update PathfindingService and PathfindingComponent accordingly. Add SharedFunctions.random helpers and replace local random utilities. Rename Conway component files/class to ConwayGolComponent and update template path. Add i18n entries for labyrinth (en/de). Minor housekeeping: bump package version to 1.0.0 and disable @typescript-eslint/prefer-for-of in ESLint config.
2026-02-09 10:57:24 +01:00
lobo 70ed047059 Optimize Conway and generic grid rendering
Conway GOL: add executionTime tracking and display; switch to double-buffered read/write grids with structuredClone initialization; refactor life update logic (checkLifeRules, swapGrids) to avoid mutating the source while computing the next generation; adjust per-frame delay to account for execution time; increase MAX_GRID_SIZE from 100 to 200; fix grid binding to use readGrid so UI reflects internal state.

Generic grid: add backgroundColor input and use it to clear canvas each frame; only draw cells whose color differs from background and draw grid lines conditionally based on node size to reduce overdraw; adjust drawNode to only stroke borders for larger nodes.

Templates: set backgroundColor='lightgray' for Conway and Pathfinding grid usages; display execution time in Conway UI.

Misc: remove a debug console.log in sorting component. These changes improve rendering performance, reduce flicker, and surface per-frame timing for tuning the Game of Life simulation.
2026-02-07 09:52:58 +01:00
lobo 930f0110b0 Extract generic grid component and refactor uses
Add a reusable GenericGridComponent (canvas + input handling) and migrate Conway Game of Life and Pathfinding pages to use it. New files: shared/components/generic-grid/{html,scss,ts} implement canvas rendering, resizing, input listeners and a callback API (createNodeFn, getNodeColorFn, applySelectionFn, initializationFn) plus gridChange events. Updated templates to replace raw <canvas> with <app-generic-grid> and switched grid size inputs to ngModelChange bindings. Conway and Pathfinding components: remove direct canvas/mouse handling, wire the generic grid callbacks, keep algorithm-specific logic (node creation, coloring, selection, scenarios and animations) but delegate drawing and interaction to GenericGridComponent. This centralizes grid rendering/interaction and simplifies per-algorithm components.
2026-02-06 20:59:56 +01:00
lobo 8f888851e8 optimized ui a little bit and added impressum 2025-12-20 15:36:47 +01:00