2020-03-06 08:54:08 -05:00
2020-03-06 08:54:08 -05:00
2020-02-14 18:39:28 -05:00
2020-03-06 08:54:08 -05:00

This needs a title

Highest priority:

  • Continue fixing to_mesh_iter, which still doesn't yet handle branching because (for one thing) it never tracks depth properly in order to backtrack.
  • Clean up twist - maybe make a struct or trait.
  • Do transforms compose in the reverse of automata_scratch? This appears to be the case.

Important but less critical:

  • Do I actually need EmptyRule or can I get rid of a bunch of extraneous nesting? RuleEval with empty meshes and no children is equivalent. I have used EmptyRule exactly zero times.
  • Why must I repeat myself so much in these definitions?
  • The notation for transforms is really cumbersome. Some syntactic sugar might go far.
  • What patterns can I factor out? I do some things regularly, like: the clockwise boundaries, the zigzag connections, the iterating over a Vec<Vertex> to transform each element and make another vector.
  • Docs on modules
  • Grep for all TODOs in code, really.
  • Look at everything in README.md in automata_scratch.
  • Implement some of the tougher examples from the above too, e.g. the triple nested spiral. See examples.py.

If I'm bored:

Description
No description provided
Readme 2.7 MiB
Languages
Rust 100%