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lobo 9c55298ab7
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fix(cloth-icm): keep drop cloth free of intersections
The drop scene used the tangled-start settings, so layers stayed
intersecting. It now has its own grid (35x35, gap 0.035) and
re-checks proximity after 5 of 10 substeps.
After landing, ICM on drops from ~260 to ~1 hit per frame.
2026-10-30 15:41:12 +01:00

3.3 KiB

Roadmap

Open ideas for the playground frontend. Tick a box when done.

Quick wins

  • Labyrinth grid size crash: labyrinth.component.html still binds [gridRows]; typed sizes above the max crash the page. Same fix as pathfinding (clamp in code, drop the binding).
  • Fourier circles slider thumb: at "Circles: 256" the thumb sits near the left end, like at 30. Check max/value binding of the circles mat-slider (seen 2026-10-14, not verified).
  • Lighthouse gate: add an assert block to lighthouserc.json (e.g. performance, accessibility, SEO >= 0.9). Today CI runs the audit but never fails. Note: the @lhci/cli → lighthouse 13 override in package.json is only safe without assert. Check it again before you add one.
  • robots.txt + sitemap.xml: static files in public/, listing all routes from app.routes.ts.
  • SEO per algorithm page: all algorithm routes use data: { seo: 'ALGORITHMS' }. Give each one its own key and add SEO.<KEY>.TITLE / DESCRIPTION to en.json and de.json.
  • nginx security headers: no CSP, X-Content-Type-Options, Referrer-Policy, frame-ancestors in nginx.conf (gzip done). First check with curl -I https://andreas-dahm.eu/ if the reverse proxy already sets them.

Tests

  • seo.service.ts: spec for title/meta update on route change and language change.
  • Pure logic without specs: pathfinding-animator.ts, cloth and pendulum GPU strategies (the math around them, not the shaders), fractal3d.

Features

  • Cloth ICM drop scene: hits mostly solved, cloth settling and CCD open. With ICM on, drop scene 35x35 (spacing 0.145, same 4.9 m cloth), gap 0.035, one mid-frame proximity re-detection: ~0 intersections after landing (avg 1.5/frame and 82 % of frames at 0 after frame 150; 0 at the marks 100-450 except 11 at 600), 9-10 ms/frame headless; was 263 at frame 900 on 50x50. ICM off: avg 148 (max 356) after frame 150 (125 at frames 100-240), 68 avg over 1800 frames, bounded but reaches the 3 m/s speed cap at times. Finer grids or a gap >= 0.04 at this size make ICM off blow up (thousands of hits, 60-100 ms frames). Cloth still does not settle (fold flutter beside the sphere, max speed 0.6-1.0 m/s with ICM on, also with collisions off). Next: Bridson 2002 CCD + velocity repulsion, then damping of the fold flutter.
  • Shareable demo state: keep demo settings in query params (fractal zoom/center, sorting algorithm, seeds). Opening the link restores the view.
  • New algorithm demos (pattern: route + RouterConstants + AlgorithmsService entry + i18n + information panel):
    • Boids / flocking (GPU path like cloth)
    • Physarum (slime mold transport networks, trail map on GPU compute, CPU fallback)
    • Boids 3D (later, 2D done)
    • Voronoi / Delaunay (Bowyer-Watson, CPU + Canvas 2D)
    • A* vs Dijkstra side by side (reuse pathfinding)
    • Fourier epicycles
    • Reaction-diffusion (Gray-Scott) shader (reuse the fractal shader setup)
    • Lenia (continuous Game of Life, shader ping-pong like Gray-Scott)
    • Fluid (Stable Fluids) (velocity, pressure and dye shader ping-pong like Lenia)
    • Cloth self-collision (ICM) (Volino and Magnenat-Thalmann 2006, CPU: BVH with normal-cone culling, contour tracing, intersection contour minimization)
    • Ant colony (ACO on TSP, CPU + Canvas 2D)