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.
3.3 KiB
3.3 KiB
Roadmap
Open ideas for the playground frontend. Tick a box when done.
Quick wins
- Labyrinth grid size crash:
labyrinth.component.htmlstill 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 circlesmat-slider(seen 2026-10-14, not verified). - Lighthouse gate: add an
assertblock tolighthouserc.json(e.g. performance, accessibility, SEO >= 0.9). Today CI runs the audit but never fails. Note: the@lhci/cli→ lighthouse 13 override inpackage.jsonis only safe withoutassert. Check it again before you add one. - robots.txt + sitemap.xml: static files in
public/, listing all routes fromapp.routes.ts. - SEO per algorithm page: all algorithm routes use
data: { seo: 'ALGORITHMS' }. Give each one its own key and addSEO.<KEY>.TITLE/DESCRIPTIONtoen.jsonandde.json. - nginx security headers: no CSP,
X-Content-Type-Options,Referrer-Policy,frame-ancestorsinnginx.conf(gzip done). First check withcurl -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+AlgorithmsServiceentry + 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)