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* .Kartik K. Agaram2021-06-151-0/+3
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* .Kartik K. Agaram2021-06-121-1/+1
| | | | | Roll back to commit 70919b45f0. Recent commits add lots of extra function args for dubious benefit.
* snapshotKartik K. Agaram2021-06-121-1/+1
| | | | Looks like what's slowing down screen rendering is in fact _font_ rendering.
* .Kartik K. Agaram2021-05-181-1/+9
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* start double-bufferingKartik K. Agaram2021-05-181-2/+7
| | | | | Amazing how much difference it makes even when the implementation is so naive and slow.
* some tweaks for demo on a MacKartik Agaram2021-05-171-2/+4
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* .Kartik Agaram2021-05-171-11/+11
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* preserve atemporal state when restarting timeKartik K. Agaram2021-05-171-4/+1
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* clean up an ambiguous intersectionKartik K. Agaram2021-05-171-8/+8
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* clean up an ambiguous intersectionKartik K. Agaram2021-05-171-8/+8
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* done with Hestian Game of Life, I thinkKartik K. Agaram2021-05-171-24/+291
| | | | | | | | | | Definitely tedious. And now that I'm done, the middle zoom level seems quite cluttered. And the zoom up to the full game is too steep, but I'm not going to be creating any more zoom levels :/ The real question is what sort of library or framework would allow one to autogenerate this sort of debug UI for arbitrary data structures. How do you declare how you want a data structure rendered?
* nodes for intermediate zoom, take 2Kartik K. Agaram2021-05-171-48/+85
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* new strategy, same as the old strategyKartik K. Agaram2021-05-171-70/+3
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* attempt at standardizing constantsKartik K. Agaram2021-05-171-0/+70
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* nodes for intermediate zoomKartik K. Agaram2021-05-161-1/+62
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* just one intermediate zoom levelKartik K. Agaram2021-05-161-12/+38
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* .Kartik K. Agaram2021-05-161-3/+3
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* press '+' and '-' to zoom in and out respectivelyKartik K. Agaram2021-05-161-0/+30
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* press 'l' to loop, 'L' to stop loopingKartik K. Agaram2021-05-161-0/+28
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* press '0' to reset all stateKartik K. Agaram2021-05-161-1/+45
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* bugfixKartik K. Agaram2021-05-161-2/+2
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* spacebar plays/pausesKartik K. Agaram2021-05-161-4/+25
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* wire up colors to actual stateKartik K. Agaram2021-05-161-18/+40
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* game of life working at lowest zoomKartik K. Agaram2021-05-161-30/+195
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* build out the lowest zoomKartik K. Agaram2021-05-161-2/+115
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* .Kartik K. Agaram2021-05-161-0/+5
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* .Kartik K. Agaram2021-05-161-1/+6
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* .Kartik K. Agaram2021-05-161-2/+2
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* done rendering at the finest zoom levelKartik K. Agaram2021-05-161-6/+18
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* edges to cell outputsKartik K. Agaram2021-05-161-1/+7
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* .Kartik K. Agaram2021-05-161-1/+2
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* adjust location of the filter nodeKartik K. Agaram2021-05-161-6/+6
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* .Kartik K. Agaram2021-05-161-5/+5
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* first conveyor to outputKartik K. Agaram2021-05-161-0/+2
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* alignmentKartik K. Agaram2021-05-161-27/+27
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* animate transition from sum to filter nodeKartik K. Agaram2021-05-161-15/+46
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* start of a naming convention for constantsKartik K. Agaram2021-05-161-21/+21
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* cell outputs will always be identicalKartik K. Agaram2021-05-161-2/+2
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* much betterKartik K. Agaram2021-05-161-19/+19
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* adjustment to avoid a couple of intersectionsKartik K. Agaram2021-05-161-4/+4
| | | | Still not ideal. I should probably move the sum node.
* first bit of animationKartik K. Agaram2021-05-161-2/+25
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* render differently at different zoom levelsKartik K. Agaram2021-05-161-1/+12
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* framework for animationKartik K. Agaram2021-05-161-2/+29
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* .Kartik K. Agaram2021-05-161-199/+3
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* last of the static elements in a cellKartik K. Agaram2021-05-161-0/+16
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* .Kartik K. Agaram2021-05-161-0/+8
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* hestified life: initial commitKartik K. Agaram2021-05-161-0/+246
| | | | https://ivanish.ca/hest-podcast
* .Kartik K. Agaram2021-05-161-8/+0
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* Bresenham's algorithm for bezier curvesKartik K. Agaram2021-05-161-0/+8