1.7 KiB
1.7 KiB
Design
CultMath exists to make renderer math readable in every place it needs to live: Rust hot kernels, C# host code, and HLSL shader code.
Rules
- Keep type names HLSL-shaped:
float2,float3,float4, andmath. - Keep Rust as the owner of native hot-path kernels and parity fixtures.
- Keep C#, shader, and scripting surfaces as runtime wrappers, not competing math authorities.
- Keep
shaders/CultMath.hlslas the canonical shader mirror for shared intrinsics. Project-local shader helpers should move here once more than one organ needs them or once CPU/GPU parity matters. - Implement public shader semantics directly; do not copy Unity.Mathematics.
- Prefer small immutable value types.
- Prefer component-wise overloads over clever generic machinery until the API earns that complexity.
- Keep the surface boring and exact. Noise primitives are allowed when they are source-grounded, shader-shaped, and shared by more than one project. Matrices, quaternions, and packing helpers still need an owner before they enter.
- Planetary geometry is a scale-aware field query, not a renderer asset. CPU simulation is the reference consumer; pages, patches, and maps are derived lowerings carrying field identity and unresolved error.
- Application base fields and gameplay meaning enter through narrow inputs. CultMath does not own biomes, resources, traversability, render materials, or committed game consequences.
Non-Goals
- Compiling C# to shaders.
- Generating HLSL from Rust or Rust from HLSL.
- Replacing
System.Numericsfor general .NET work. - Recreating every Unity.Mathematics type because a spreadsheet somewhere says “coverage.” That way lies decorative obesity.