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Claude Code reads CLAUDE.md, not AGENTS.md, so this repo's doctrine was invisible to it. This one-line import makes the existing AGENTS.md load without duplicating or renaming it. Codex is unaffected. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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.