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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-29 12:20:07 +02:00
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VibeGeometry

VibeGeometry is the historical shell around CultGeometry CSG, whose clean package identity is GameCult.Geometry.Csg.

The previous scene-generation research era is gone from the live tree. It can stay in git history, where failed experiments are useful without being allowed to hold a steering wheel.

The live mission is narrower and sharper:

domain/tree intent
-> LOD-aware CSG hierarchy
-> camera/frustum selected cut
-> triangle and collider output in milliseconds

The actual work surface is the Rust crate at:

  • crates/gamecult_geometry_csg
  • upstream: https://github.com/GameCult/GameCult.Geometry.Csg

What This Repo Owns

  • The CultGeometry CSG submodule pointer.
  • A minimal Rust workspace that builds that crate.
  • Thin operating notes that keep future work pointed at runtime CSG, not legacy scene-generation scaffolding.

What CultGeometry CSG Owns

  • Brush and CSG tree APIs.
  • RealtimeCSG-shaped public seams where useful.
  • Parity fixtures for claimed public behavior.
  • Dirty rebuild and demand-frontier experiments.
  • Mesh/triangle output and receipt examples.
  • The future LOD-aware selected-cut runtime.

Commands

git submodule update --init --recursive
cargo test
cargo clippy --all-targets --all-features
cargo run -p gamecult-geometry-csg --release --example csg_perf_fixture

If a future task needs domain-tree DSL work, put it in CultGeometry CSG unless there is a proven reason it must live outside the crate. The default answer is simple: the geometry machine belongs where the geometry machine runs.