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Psy project checklist

Posted March 31, 2023 by Xhin

If my computer ever turns back on I'd like to start on this -- it's a cool project in its own right but then also bits of it will be very useful in the improved version of The Omega Exhibit which is my current game dev priority.

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UI Fixes

  • Sliders should alter the input as you slide rather than when you mouseup

  • Updating the input should update the slider. Ideally without creating an infinite loop. Ideally.. If it's minned or maxxed, just stick it at that location.

  • Buttons to reset fields to their default value.

  • If possible, style the slider so the default value is indicated as a vertical line through the slider.

  • A button to reset all fields.

  • Save settings for modules for future use.

  • Allow you to change the range, default and step of any slider effect whatsoever -- save this for future settings as well, or allow you to revert.

  • A button to randomize all fields -- stores the seed, which can also be applied later.

  • Opening the effect auto-applies the default settings.

  • As inputs change through whatever means, undo and render the effect.

  • Change the render button to "Redo".

  • Hue sliders should have hue gradients via a new type: "hue" (basically int but better)

    Effects

  • Get rectangular coordinates working in some capacity somewhere -- I guess in a "circlize" metamorph for now.

  • Self-negation stuff seems important too.

    Things that need their own checklist

  • Other input fields like select boxes and jscolor stuff to beef out the overall functionality.

  • Adjustments, and I guess no-parameter effects in general.

  • Icons and css formatting for all effects (probably will need to do this at the end)

  • Dynamic centerpoint targeting -- should affect *all* plugins and ideally look good on the canvas as you move the mouse via colors.lighten() radiuses or something. Also lets you reset to canvas center.

  • A quality slider that applies to all polar plugins.

  • Alter to_polar() and to_cartesian() all sorts of weird ways (like using different trig functions) to beef the plugin functionality out even more. Will assumedly also affect things like ranglebows. Should also be able to reset this to something sane.

  • Progress bars.

  • Saveable "effect chains" that can then be reapplied on the canvas and/or a new image. The loading bars would run on each effect in turn.

  • Random chains.

  • Custom effects that tie into the API and just do straight eval() calls -- you should be able to actually create effects this way. Should also be able to clone existing effects so they can be modified. Maybe flesh out the API a bit.

  • GTX0 logins to save custom effects, chains and module default settings.

  • Figure out where my latency is and optimize and/or jsgpu it. Gets more important as quality goes up.

  • Canvases should be the same fixed height and/or width regardless of the actual canvas size -- allow zooming.

  • Basic zoom, pan and crop controls.

  • Kaleidoscope piece previews.

  • Import all useful C# plugins.

  • Image uploading.

  • Image exporting.

  • Social sharing.

  • Shareable custom effects, settings, chains, etc. Might need some kind of v0 of Pouch for this.

  • Maybe a setting for fractal interpolation quality so parts of the image that are zoomed in don't look like crap -- might also be waaaay too complicated to set up.

  • April 3, 2023
    Xhin
    Sky's the limit

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