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Notes

Digital rain

config which store per effect options

Add config

Add valudation for config

Improve readme (remove configuration section)

make separate thing for collision detection

better CI/CD

Slowly increasing amount of “worms”

Add speed optimization for release version

try color gradient

better gradient (from shades of green)

somehow need to slower rotation of worms characters

different first character rotation for worms

calculate average fps, print it after execution

raname Matrix to DigitalRain

rename charworm into raindrops

remove ndarray from digital rain

rain drop should return list of characters with colors

even better gradient (2 steps from white to dark gray)

move “map” (with position of worms with worm_id) into separate module,

map completely removed

builder pattern for rain drops

store options as MatrixOptions

keep fps stable and above some value - 20, 30, 60?

inconsistency between buffer.rs coordinates and crossterm screen started from 1, 1

zbuffer for different worm positions

general interface to run screensavers

make drops sometimes fade away

match gradient calculation with body length

update screen size (h/w) during execution (currently doesn’t track it)

still something strange with coordinates, looks like there are no drops when y = 0

fix digital rain benchmarks

derive_builder for DigitalRainOptions

Convay’s Life

basic implementation

  • [X] data structure
  • [X] rules
  • [X] initial state

Ideas

A lot of different objects 2x2 3x3 with different speeds flying arround with collisions

Pipes

Some destructable environment?