so i've been thinking about making an index of all the various two-week projects i've been trying out, since despite having made a bunch of posts about them, i had never really made a centralized index, or even a list of what they all were, even for my own use.
so this is that list.
since this 2-week project project was originally planned to run til the end of 2018, and i started in november 2017, that means this latest one (may 15th - may 31st) is the final one in the first half. so i guess we'll see what stuff i get up to in the latter half.
so this is that list.
- (nov 1 - 15): procedural generation / possibility space, 'nemesis system'
- (nov 16 - 30): zombie web game
- final reportback
- 'game'
- (also got nil values and more complex lookups working for the nemesis setup)
- final reportback
(dec 1 - 15): (nothing)
- (dec 16 -~31): hex embedding for graph generator
- (jan ~1 - 15): locust tf twine game
- (jan 16 - 31): hex shapes, lock-and-key generation
- (feb 1 -~15): rust opengl rendering
- (feb~16 - 28): procedural generation / possibility space, plant l-system rendering
- (mar 1 - 15): procedural generation 'nemesis system'; predicates & mutations
- predicates; mutations
- here is where i got really stuck on the combinatorics problem
- final reportback
- predicates; mutations
- (mar 16 - 31): hell's half-acre
- tiled research + actual map loading; no real post about it though
- (apr 1 - 15): DO YOUR TAXES
- (apr 16 - 30): disorganized grab-bag
- (may 1 - 15): opengl rendering of plants, houses, and graphs
- opengl rendering for plants
- further opengl plants
- hex graph (plus house) rendering in opengl
- final reportback
- also i got the initial try at fast dependent bind working for the combinatorics data type (no post about it yet)
- opengl rendering for plants
- (may 16 - 31): mana physics clicker game
- (jun 1 - 15): myth generator
- (jun 16 - 30): myth generator (cont.)
- (jul 1 - 15): city-builder
- (jul 16 - 31): gpipe renderer
- (aug 1 - 15): input handler
- (aug 16 - 31): landscape generator
- (sep 1 - 15): l-system trees
- (sep 16 - 30 2018): procedural magic system
- (oct 1 - 15 2018): haskell form input handler system
- (oct 16 - 31 2018): (nothing much)
- (nov 1 - 15 2018): [NANOWRIMO]
- (nov 16 - 30 2018): [NANOWRIMO]
- (dec 1 - 15 2018): qliphoth
- (dec 16 - 31 2018): polyhedra data model
- (jan 1 - 15 2019): planetoids
- (jan 16 - 31 2019): form handling / FRP event system
(feb 1 - 14 2019): (nothing) (i'm sick)- (feb 15 - 28 2019):
- gpipe shader uniforms
- also landscape 'zoom' subdivision / better hex surface polygonization
- (mar 1 - 15 2019): stretchy edges in graph grammars
(mar 16 - 31 2019): nothing- (apr 1 - 15 2019): erratic but mostly further work on stretchy edges
- did my taxes
- reportback
- first embed test
- final embed test
- (feb 15 - 28 2019):
(apr 16 - 30 2019): nothing (some light polyhedra work)- (may 1 - 15 2019): SOLID POLYHEDRA AND "VILLAGE EDITOR"
- (may 16 - 31 2019): making the forest map from hex shapes + some lofted tree spaces
- (jun 1 - 15 2019): wang tiles (apparently these don't work in chrome; i don't know why b/c i refuse to install chrome.)
- (jun 16 - 30 2019): fixed graph hallways rendering; partially expanded graph embeddings to handle connections with 3+ edges
(jul 1 - 15 2019) -- nothing(jul 16 - 31 2019) -- nothing- (aug 1 - 13 2019): picking
- (aug 14 - 31 2019): triangular texel shader, texture atlasing
- (sep 1 - 15 2019): pc model, uniforms, and camera control
- (sep 16 - 30 2019): goldberg polyhedra coordinate system
- (oct 1 - 15 2019): render buffer updates
- (oct 16 - 31 2019): combinatorics data file syntax/parser
- reportback (for both october projects)
- (nov 1 - 15 2019): PROCJAM 2019 (knotwork star generator)
- (nov 16 - 30 2019): darkness game
- (dec 1 - 15 2019): render buffer stuff
- (dec 16 - 31 2019): FINISH TWINE GAME
- reportback (for both december projects)
since this 2-week project project was originally planned to run til the end of 2018, and i started in november 2017, that means this latest one (may 15th - may 31st) is the final one in the first half. so i guess we'll see what stuff i get up to in the latter half.