Polestar
Polestar는 무료 오픈소스 월드오브워크래프트 레벨링 가이드 애드온으로, 인게임 화살표와 1~60 레벨 경로, 직업 퀘스트를 제공한다
Eternity II 퍼즐을 온라인에서 무료로 브라우저에서 플레이합니다
Play the Eternity II puzzle online, free and in your browser: solve it by hand, watch real solvers run, learn the algorithms, explore the research. The $2,000,000 puzzle nobody ever solved.
게임GitHub @raphael-anjou온라인운영자 미확인
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저장소 정보는 아직 수집하지 않았습니다.
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
Eternity II looks like a children's jigsaw: 256 square pieces, match the colors. Launched in 2007 with a $2 million prize, it has never been solved: not by people, not by supercomputers. This site lets you feel why, right in your browser.
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Live at eternity2.dev
An open-source hub for the Eternity II puzzle: play it, watch real solvers run in your browser, learn the algorithms behind it, view/share community boards, and dig into the research. Available in English, French, and Spanish.
Everything is static. The solver is a Rust engine compiled to WebAssembly; there is no server. Host it on any static host, or run the provided Docker image (one stateless nginx container).
| Section | What it does |
|---|---|
| The Puzzle | History (Eternity I → II), piece-set anatomy, all 256 pieces, the 22 motifs and their rarity, the 5 official clues, record table, complexity numbers |
| Playground / Solve | Solve generated 3×3–5×5 puzzles against the clock (drag and drop, or tap on mobile); on finish, the engine solves the same puzzle and reports how many times it could have done so meanwhile |
| Playground / Watch | A live, speed-controllable DFS with real stats (placements, backtracks, nodes/s) on generated puzzles or the official 16×16 |
| Playground / Paths | Draw a custom cell-visit order (mouse or finger) and race it against the classic orders on the same puzzle, all lanes to the finish |
| Algorithms | DFS and backtracking explained for high-schoolers: a scrubbable slow-motion 3×3 demo, the exponential wall (with all 557 zeros written out), live binary demos, difficulty charts measured by the engine itself |
| Board Viewer | Imports any e2.bucas.name or eternity2.dev URL (board_edges/board_pieces/motifs_order) and exports the canonical eternity2.dev link; live scoring, conflict marks, verification card (official set, duplicates, clues n/5), famous boards (467/468/469/470), and a solvable-board generator |
| Format converter | Paste any board and read back every format (the canonical eternity2.dev URL, the one board JSON every solver emits, board_edges/board_pieces, e2pieces.txt, puzzle CSV, and the legacy bucas link) with a live preview; see the format reference |
| Research | Three doors: Why it's hard (the design and the structural walls, e.g. forbidden patterns), Build a solver (validation data, papers, records, and how to run the code), and The lab notebook (original findings, all reproducible from source) |
Prereqs: Rust stable + wasm32-unknown-unknown target, wasm-pack, Node 24+, pnpm
(via corepack enable). Details in CONTRIBUTING.md.
With just installed, just setup && just dev does the whole
first build and starts the dev server; just on its own lists every task (test, wasm,
build, check, and the research reproduce recipes). The raw commands are below if you
prefer them.
# 1. Engine → WASM (output lands in web/src/engine/pkg)
cd engine
cargo test --release # cross-validates against real e2.bucas.name boards
wasm-pack build --target web --out-dir ../web/src/engine/pkg --release
# 2. Web app
cd ../web
pnpm install
pnpm dev # http://localhost:5173
pnpm build # production build in web/build/client
Optional engine extras:
cargo run --release --bin stats > ../web/src/data/difficulty.json # regenerate charts data
cargo run --release --bin bench # native nodes/s benchmark
Two supported paths, both documented in DEPLOYMENT.md:
.github/workflows/deploy.yml (which also uploads the built site
as a downloadable web-dist artifact); or upload web/build/client/ to any CDN.docker compose up -d --build → static site on port 8080, served by one
stateless nginx container. To serve under a reverse-proxy path prefix, build with
BASE_PATH=/prefix (the prefix is baked into the prerendered routes and absolute
asset paths, so the proxy passes it straight through, no StripPrefix); ready-made
Traefik labels are in docker-compose.yaml.engine/ Rust crate (eternity2-engine): puzzle types, official piece set,
seeded n×n generator, path-driven step-able DFS, wasm-bindgen API,
`stats` and `bench` native bins. Tests cross-validate the bucas
interop (piece set, rotations, clues, scoring) on real boards.
web/ React 19 + TypeScript + Vite + Tailwind v4 + shadcn/ui frontend.
web/src/engine/pkg is the wasm-pack output (committed for now).
web/src/i18n holds the EN/FR/ES language registry; each page colocates
its translations. Research wiki prose lives in web/content/research
(MDX); prerendered to build/client by react-router.
research/ Reproducible research backing the wiki. topics/<id>/ holds shared
theory (compute + committed results); experiments/<author>/ holds one
researcher's own runs, some with a self-contained runnable engine
(e.g. the single-core benchmark). See research/README.md.
deploy/ nginx config template used by the Docker image.
See CONTRIBUTING.md for setup, the project's load-bearing conventions (URDL edge order, rotation math, bucas interop invariants, i18n pattern), and testing expectations.
b..w ('a' + color).rotated(e, r)[i] = e[(i + 4 − r) % 4].pieceId*4 + rotation (or −1 when empty).motifs_order
letter translation).All original code in this repository is MIT (see LICENSE), the most permissive
mainstream license: anyone can reuse the engine, the viewer, the playground, anything,
for any purpose.
One file is third-party: the 22 motif SVG definitions in web/src/lib/motifs.ts come from
jfbucas/eternityII-viewer
(© 2019 Jef Bucas, GPL-3.0, see LICENSES/GPL-3.0.txt). Because the built site bundles
that artwork, the deployed site as a whole is governed by GPL-3.0; every other file can be
taken under MIT on its own. (If the motifs are ever redrawn as original art, the whole
project becomes pure MIT.)
Eternity II is a trademark of its rights holders; this is a non-commercial fan/community project.