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# World Line Simulator | ||
======================= | ||
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Wait... if you are thinking it's some big rendering project, sorry but it's not, | ||
it enjoys this condition -> | ||
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_Think about a world, in which 4 snakes keep moving automatically to get food_ | ||
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And, here's what this project adds -> | ||
_And... you can go to a particular time in **past**, and change the position of one of the snakes... Baammm, a new world line is created in which this event happened, and the older world had the event not taken place... so there is a high chance, current state(lengths of the snakes) of the world will be different than what had been in the previous world line_ | ||
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That's it, this project does this much mainly (though no limitations on what it may add later). | ||
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It also features a constantly growing matrix (the world_plot). | ||
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### Compiling | ||
NA - Not complete for a successful compile yet | ||
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### NOTE - | ||
1. | ||
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2. Initially the focus is that _internally_ the simulation happens, but maybe the display won't be very great now (Since, I don't have a ground in rendering things currently, if you have ideas, or suggestions do put in that pinned issue) | ||
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## Flags used in code | ||
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Various flags (inside comments), have been used to convey some messages to the developer -> | ||
* `@todo` - These comments show that particular thing is to be done | ||
* `@future` - These are tasks to be done, AFTER the basic idea is done, say for example, an improvement to the begaviour or algorithm | ||
* `@note` - Some information about the code given to a user, or a simple note to let you know how it might behave | ||
* `@warning` - A caution note to the reader (generally telling that you should call other function for cleaning the resources used (pointers, thread etc.)) | ||
* `@debug` - These signify the part of code that is only there for debugging purposes, and should be removed later for actual accepted behaviour | ||
* `@me` - Notes to myself | ||
* `@deprecated` - Portions of codes, or functions that won't be used (likely not used in the code), and will be removed with the following commits | ||
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Other than these, usual single line comments, are 'low-priority comments' more general than these | ||
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And, multi line comments are generally for briefly telling about some struct or class | ||
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## Source of Idea | ||
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Steins Gate (Anime) | ||
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and... | ||
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My Interest, and thinking 😎😎 | ||
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> `@future` - Since this project HEAVILY depends on asynchronous and multithreading approach, so better use a thread pool too in later time, for removing some of the overhead of creating and destroying threads again and again | ||
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:copyright: Aditya Gupta 2020 | ||
# World Line Simulator | ||
|
||
Wait... if you are thinking it's some big rendering project, sorry but it's not, | ||
it enjoys this condition -> | ||
|
||
_Think about a world, in which 4 snakes keep moving automatically to get food_ | ||
|
||
And, this project generalises this idea to entities and actions, in different worlds and worldlines, as well theoretically different verses too, other than this -> | ||
_And... you can go to a particular time in **past**, and change the position of one of the snakes... Baammm, a new world line is created in which this event happened, and the older world had the event not taken place... so there is a high chance, current state(lengths of the snakes) of the world will be different than what had been in the previous world line_ | ||
|
||
That's it, this project does this much mainly (though no limitations on what it may add later). | ||
|
||
It also features a constantly growing matrix (the world_plot). | ||
|
||
### Building | ||
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**READ THE NOTE AFTER THESE COMMANDS** | ||
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```sh | ||
cd worldLineSim/build # if doesn't exist, then create | ||
cmake .. | ||
cmake --build . | ||
``` | ||
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> Now depending on your compiler, you will have a `simulator` or `simulator.exe`, which is the executable after building, you can run it then | ||
_NOTE_ - | ||
1. Still doesn't use all the functions. | ||
2. It has been built without linking(referencing) to all features(functions) just so to know how it works at that particular time | ||
3. There maybe commits in the master branch itself, that WON'T BUILD, but i will make sure to either build it, or remove the command area for the time being then | ||
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### NOTE - | ||
1. Currently all commits are on the master branch itself, and not on a separate dev branch, since i prefer to keep track of all my 'initial | ||
work on master itself (this thing will change once the initial idea is done) | ||
2. Initially the focus is that _internally_ the simulation happens, but maybe the display won't be very great now (Since, I don't have a ground in rendering things currently, if you have ideas, or suggestions do put in that pinned issue) | ||
|
||
## Flags used in code | ||
|
||
Various flags (inside comments), have been used to convey some messages to the developer -> | ||
* `@todo` - These comments show that particular thing is to be done | ||
* `@future` - These are tasks to be done, AFTER the basic idea is done, say for example, an improvement to the begaviour or algorithm | ||
* `@note` - Some information about the code given to a user, or a simple note to let you know how it might behave | ||
* `@warning` - A caution note to the reader (generally telling that you should call other function for cleaning the resources used (pointers, thread etc.)) | ||
* `@debug` - These signify the part of code that is only there for debugging purposes, and should be removed later for actual accepted behaviour | ||
* `@me` - Notes to myself | ||
* `@deprecated` - Portions of codes, or functions that won't be used (likely not used in the code), and will be removed with the following commits | ||
|
||
Other than these, usual single line comments, are 'low-priority comments' more general than these | ||
|
||
And, multi line comments are generally for briefly telling about some struct or class | ||
|
||
## Source of Idea | ||
|
||
Steins Gate (Anime) | ||
|
||
and... | ||
|
||
My Interest, and thinking 😎😎 | ||
|
||
|
||
> `@future` - Since this project HEAVILY depends on asynchronous and multithreading approach, so better use a thread pool too in later time, for removing some of the overhead of creating and destroying threads again and again | ||
|
||
:copyright: Aditya Gupta 2020 |