tags :
- Development
- TaskList
Automatically generated task list from all TODO items found in the documentation using Dataview.
cohesion : [implementation] Determine cohesion force formula through playtesting [implementation] Determine cohesion radius through playtesting [testing] Validate cohesion interaction with collision forces collision : [implementation] Determine collision force formula through playtesting [testing] Validate collision response with various mass ratios [discussion] Balance between collision force and combination trigger threshold config : Define configuration system architecture Document configuration file formats Add runtime configuration management Document environment-specific settings core-mechanics : [discussion] Confirm healing mechanics approach (no healing vs tile-based healing zones) [discussion] Map size constraints for optimal performance customization : [discussion] Curse system implementation details [discussion] Curse stacking rules and limits deck-building : [discussion] Maximum deck size limits [discussion] Spell acquisition and progression system determinism : [implementation] Specify exact fixed-point formats for velocity and position [implementation] Implement cross-platform validation test suite [testing] Validate determinism across different GPU architectures docs : Complete main documentation index Add project overview section Add getting started quick links element-effects : [design] Define force types and magnitudes for all 26 elements [design] Define tile transformation effects for double-element spells [design] Define passive modifications for triple-element spells [discussion] Determine which elements use impulse vs velocity-set forces element-system : [discussion] Void rune effects [discussion] Triple element spell niche uses general : [documentation] Update navigation to mark outdated documents [documentation] Remove active region references mana-system : [discussion] Flower recharge timing balance - 3-turn cycle interaction with action cooldown movement : [discussion] Define mass values for different object types across all layers [testing] Validate velocity damping needs through playtesting object-merging : [implementation] Specify exact combination distance threshold d [implementation] Implement scatter-gather algorithm for multi-object merges [testing] Validate momentum conservation in merges overview : [discussion] Mass values for different tile types in collision physics [documentation] Document actual determinism approach (simultaneous read/write passes) passes : [implementation] Determine optimal number of overlap passes through profiling [discussion] Frame timing coordination with reactions and rendering performance : [documentation] Rewrite performance strategy without active regions [discussion] Alternative optimization approaches without active regions reactions : [design] Change object merging so second overlap prevents creation (no triple+ merges) [design] Design cross-layer object creation during reactions [design] Triple-element spells will provide passive modifications to reactions and forces for their duration [implementation] Build hashmap structure for merge reactions (type pairs -> new type) [implementation] Design search tree for environmental reaction lookups [discussion] Define all timer types needed (burning, freezing, electrified, etc.) [discussion] Define all reaction rules (merges and environmental) shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed spell-integration : [discussion] Define which spell elements use impulses vs velocity setting [implementation] Specify spell force magnitudes per element [discussion] Determine if spell forces ignore mass or not [design] Triple-element spells will provide passive modifications to reactions and forces for their duration spells-and-runes : [discussion] Number of casting slots/pools - using 4 as example, final count TBD [discussion] Obstruction checks for line of sight [discussion] Specific shape primitives for spell design [discussion] Single element rune additional effects beyond mana recharge technical-decisions : [discussion] Specific mass values for different tile types in collision physics [discussion] Frame rate coordination between physics, reactions, and rendering ui : Define UI system architecture Document component hierarchy Add interaction patterns Document accessibility requirements
cpu-architecture : [outdated] Entire file - Spell system now fully GPU-accelerated, not CPU-based determinism : [proposed] Fixed-point precision needs validation through testing element-effects : [proposed] Element effects are design proposals awaiting gameplay testing general : [outdated] Active Region System referenced but not being implemented [outdated] Multiple linked documents describe outdated approaches (implementation-guide, data-flow) mana-system : [outdated] All fire/water/earth/air references removed - replaced with 6-element system object-merging : [proposed] Scatter-gather implementation approach needs specification overview : [outdated] Active region optimization references removed - system not being implemented [outdated] data-flow.md reference is outdated performance : [outdated] Active Region System section describes system that is NOT being implemented [outdated] 32×32 chunk references throughout document spell-integration : [proposed] Element-to-force mapping needs spell system design completion spells : [outdated] Previously mentioned CPU-only design - now fully GPU-accelerated spells-and-runes : [outdated] Previously mentioned CPU processing - now fully GPU-accelerated
shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed determinism : [implementation] Specify exact fixed-point formats for velocity and position [implementation] Implement cross-platform validation test suite [testing] Validate determinism across different GPU architectures determinism : [implementation] Specify exact fixed-point formats for velocity and position [implementation] Implement cross-platform validation test suite [testing] Validate determinism across different GPU architectures reactions : [design] Change object merging so second overlap prevents creation (no triple+ merges) [design] Design cross-layer object creation during reactions [design] Triple-element spells will provide passive modifications to reactions and forces for their duration [implementation] Build hashmap structure for merge reactions (type pairs -> new type) [implementation] Design search tree for environmental reaction lookups [discussion] Define all timer types needed (burning, freezing, electrified, etc.) [discussion] Define all reaction rules (merges and environmental) reactions : [design] Change object merging so second overlap prevents creation (no triple+ merges) [design] Design cross-layer object creation during reactions [design] Triple-element spells will provide passive modifications to reactions and forces for their duration [implementation] Build hashmap structure for merge reactions (type pairs -> new type) [implementation] Design search tree for environmental reaction lookups [discussion] Define all timer types needed (burning, freezing, electrified, etc.) [discussion] Define all reaction rules (merges and environmental) cohesion : [implementation] Determine cohesion force formula through playtesting [implementation] Determine cohesion radius through playtesting [testing] Validate cohesion interaction with collision forces cohesion : [implementation] Determine cohesion force formula through playtesting [implementation] Determine cohesion radius through playtesting [testing] Validate cohesion interaction with collision forces collision : [implementation] Determine collision force formula through playtesting [testing] Validate collision response with various mass ratios [discussion] Balance between collision force and combination trigger threshold object-merging : [implementation] Specify exact combination distance threshold d [implementation] Implement scatter-gather algorithm for multi-object merges [testing] Validate momentum conservation in merges object-merging : [implementation] Specify exact combination distance threshold d [implementation] Implement scatter-gather algorithm for multi-object merges [testing] Validate momentum conservation in merges passes : [implementation] Determine optimal number of overlap passes through profiling [discussion] Frame timing coordination with reactions and rendering spell-integration : [discussion] Define which spell elements use impulses vs velocity setting [implementation] Specify spell force magnitudes per element [discussion] Determine if spell forces ignore mass or not [design] Triple-element spells will provide passive modifications to reactions and forces for their duration
determinism : [implementation] Specify exact fixed-point formats for velocity and position [implementation] Implement cross-platform validation test suite [testing] Validate determinism across different GPU architectures cohesion : [implementation] Determine cohesion force formula through playtesting [implementation] Determine cohesion radius through playtesting [testing] Validate cohesion interaction with collision forces collision : [implementation] Determine collision force formula through playtesting [testing] Validate collision response with various mass ratios [discussion] Balance between collision force and combination trigger threshold object-merging : [implementation] Specify exact combination distance threshold d [implementation] Implement scatter-gather algorithm for multi-object merges [testing] Validate momentum conservation in merges movement : [discussion] Define mass values for different object types across all layers [testing] Validate velocity damping needs through playtesting
overview : [discussion] Mass values for different tile types in collision physics [documentation] Document actual determinism approach (simultaneous read/write passes) performance : [documentation] Rewrite performance strategy without active regions [discussion] Alternative optimization approaches without active regions shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed shader-data-layout : [implementation] List all data fields needed in GPU shader passes [implementation] Determine bit allocation for each field [implementation] Calculate total storage requirements per object [implementation] Optimize bit-packing to minimize texture memory usage [discussion] Determine timer type bit count based on number of timer types needed [discussion] Determine timer value bit count based on maximum time duration needed technical-decisions : [discussion] Specific mass values for different tile types in collision physics [discussion] Frame rate coordination between physics, reactions, and rendering technical-decisions : [discussion] Specific mass values for different tile types in collision physics [discussion] Frame rate coordination between physics, reactions, and rendering reactions : [design] Change object merging so second overlap prevents creation (no triple+ merges) [design] Design cross-layer object creation during reactions [design] Triple-element spells will provide passive modifications to reactions and forces for their duration [implementation] Build hashmap structure for merge reactions (type pairs -> new type) [implementation] Design search tree for environmental reaction lookups [discussion] Define all timer types needed (burning, freezing, electrified, etc.) [discussion] Define all reaction rules (merges and environmental) reactions : [design] Change object merging so second overlap prevents creation (no triple+ merges) [design] Design cross-layer object creation during reactions [design] Triple-element spells will provide passive modifications to reactions and forces for their duration [implementation] Build hashmap structure for merge reactions (type pairs -> new type) [implementation] Design search tree for environmental reaction lookups [discussion] Define all timer types needed (burning, freezing, electrified, etc.) [discussion] Define all reaction rules (merges and environmental) collision : [implementation] Determine collision force formula through playtesting [testing] Validate collision response with various mass ratios [discussion] Balance between collision force and combination trigger threshold passes : [implementation] Determine optimal number of overlap passes through profiling [discussion] Frame timing coordination with reactions and rendering spell-integration : [discussion] Define which spell elements use impulses vs velocity setting [implementation] Specify spell force magnitudes per element [discussion] Determine if spell forces ignore mass or not [design] Triple-element spells will provide passive modifications to reactions and forces for their duration spell-integration : [discussion] Define which spell elements use impulses vs velocity setting [implementation] Specify spell force magnitudes per element [discussion] Determine if spell forces ignore mass or not [design] Triple-element spells will provide passive modifications to reactions and forces for their duration movement : [discussion] Define mass values for different object types across all layers [testing] Validate velocity damping needs through playtesting customization : [discussion] Curse system implementation details [discussion] Curse stacking rules and limits customization : [discussion] Curse system implementation details [discussion] Curse stacking rules and limits deck-building : [discussion] Maximum deck size limits [discussion] Spell acquisition and progression system deck-building : [discussion] Maximum deck size limits [discussion] Spell acquisition and progression system element-system : [discussion] Void rune effects [discussion] Triple element spell niche uses element-system : [discussion] Void rune effects [discussion] Triple element spell niche uses mana-system : [discussion] Flower recharge timing balance - 3-turn cycle interaction with action cooldown spells-and-runes : [discussion] Number of casting slots/pools - using 4 as example, final count TBD [discussion] Obstruction checks for line of sight [discussion] Specific shape primitives for spell design [discussion] Single element rune additional effects beyond mana recharge spells-and-runes : [discussion] Number of casting slots/pools - using 4 as example, final count TBD [discussion] Obstruction checks for line of sight [discussion] Specific shape primitives for spell design [discussion] Single element rune additional effects beyond mana recharge spells-and-runes : [discussion] Number of casting slots/pools - using 4 as example, final count TBD [discussion] Obstruction checks for line of sight [discussion] Specific shape primitives for spell design [discussion] Single element rune additional effects beyond mana recharge spells-and-runes : [discussion] Number of casting slots/pools - using 4 as example, final count TBD [discussion] Obstruction checks for line of sight [discussion] Specific shape primitives for spell design [discussion] Single element rune additional effects beyond mana recharge element-effects : [design] Define force types and magnitudes for all 26 elements [design] Define tile transformation effects for double-element spells [design] Define passive modifications for triple-element spells [discussion] Determine which elements use impulse vs velocity-set forces core-mechanics : [discussion] Confirm healing mechanics approach (no healing vs tile-based healing zones) [discussion] Map size constraints for optimal performance core-mechanics : [discussion] Confirm healing mechanics approach (no healing vs tile-based healing zones) [discussion] Map size constraints for optimal performance
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general : [documentation] Update navigation to mark outdated documents [documentation] Remove active region references general : [documentation] Update navigation to mark outdated documents [documentation] Remove active region references overview : [discussion] Mass values for different tile types in collision physics [documentation] Document actual determinism approach (simultaneous read/write passes) performance : [documentation] Rewrite performance strategy without active regions [discussion] Alternative optimization approaches without active regions
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determinism : [proposed] Fixed-point precision needs validation through testing object-merging : [proposed] Scatter-gather implementation approach needs specification spell-integration : [proposed] Element-to-force mapping needs spell system design completion element-effects : [proposed] Element effects are design proposals awaiting gameplay testing
general : [outdated] Active Region System referenced but not being implemented [outdated] Multiple linked documents describe outdated approaches (implementation-guide, data-flow) general : [outdated] Active Region System referenced but not being implemented [outdated] Multiple linked documents describe outdated approaches (implementation-guide, data-flow) overview : [outdated] Active region optimization references removed - system not being implemented [outdated] data-flow.md reference is outdated overview : [outdated] Active region optimization references removed - system not being implemented [outdated] data-flow.md reference is outdated performance : [outdated] Active Region System section describes system that is NOT being implemented [outdated] 32×32 chunk references throughout document performance : [outdated] Active Region System section describes system that is NOT being implemented [outdated] 32×32 chunk references throughout document cpu-architecture : [outdated] Entire file - Spell system now fully GPU-accelerated, not CPU-based mana-system : [outdated] All fire/water/earth/air references removed - replaced with 6-element system spells-and-runes : [outdated] Previously mentioned CPU processing - now fully GPU-accelerated spells : [outdated] Previously mentioned CPU-only design - now fully GPU-accelerated
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Note : This page automatically aggregates todos, warnings, and status information from frontmatter metadata across all documentation files. For complete documentation on how to use frontmatter fields (status, tags, todo categories, warning types) and integration with the documentation structure, see cross-reference Frontmatter Metadata Documentation .