- Particles going out of bounds when window size is not 1000x1000. lost like 2h in this, it was the shader, the last place I expected to see this
- Particles are all white when using the current settings in main
- Put new sandbox dimensions etc into recorder
- Need to cache things in memory and not keep getting from file somehow. fix
- Recorder is forgetting either accel or old_pos in the transition. fix
- Change shader to support height != width
- Finish multithreading
- Add SIMD
- Add a system where an error in adding to grid draws the current simulation, making offender particles red
- Cleanup after closing window, and prevent setting up the renderer multiple times
- Make mipmaps(????????????????)
- Check if transposing the grid would be better for cache locality
- Redo collisions to get better cache locality
- Test ridiculous overkill compile-timing everything, like the grid size
- Use different threadpool, it would be better for cache if thread N always worked on slice N Think about collision optimizations:
- Threads only need to wait for the fisrst row of the thread above them
- Collisions can maybe propagate up and never look below them, meaning update() could be done right after the collisions of each slice