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Author SHA1 Message Date
Meta Vens
bc9604a78b Archive VibeGeometry after Geometry migration 2026-07-22 04:15:01 +01:00
Meta Vens
82b56dbffa Pin vg-csg migration witnesses 2026-07-22 02:59:05 +01:00
10 changed files with 34 additions and 1328 deletions

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target/
*.pdb
*.obj
*.mtl
*.svg
*.png
*.jsonl

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[submodule "crates/vg_csg"]
path = crates/vg_csg
url = https://github.com/GameCult/vg-csg

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# VibeGeometry Instructions
# VibeGeometry Archive Instructions
## Purpose
This repository is archived provenance, not a live work surface.
VibeGeometry is the repository shell for the `vg-csg` Rust work surface.
- Do not add build, package, CI, workspace, submodule, or runtime authority.
- Preserve repository history.
- Route geometry implementation to `GameCult/CultLib`, principally
`packages/gamecult-geometry-rs` and `src/GameCult.Geometry`.
- Source witness: `vg-csg` commit
`8f070f4fb75d43f9bfaf9ca05dc66a5580809134`.
- Destination commit: CultLib `6b44f969`.
The previous scene-generation mission has been deleted from the live tree. Do
not recreate it unless the user explicitly asks to recover a historical artifact
from git history.
The live mission:
```text
domain/tree intent
-> LOD-aware CSG hierarchy
-> camera/frustum selected cut
-> triangle and collider output
```
## Ownership
- `crates/vg_csg` owns implementation.
- The root workspace owns only wiring, submodule state, and very small guidance.
- If a new domain-tree DSL, selected-cut planner, streaming mesh cache, or
frustum query API is needed, start inside `vg-csg`.
- Do not add root-level helper runtimes, prompt packs, visual translation
corpora, or schema scaffolds.
## Commands
```powershell
git submodule update --init --recursive
cargo test
cargo clippy --all-targets --all-features
cargo run -p vg_csg --release --example csg_perf_fixture
```
## Discipline
- Keep the runtime path legible: input tree, selected cut, brush/CSG lowering,
emitted triangles, and timing evidence.
- Prefer tests and performance receipts inside `vg-csg` over root-level notes.
- Preserve exact parity only for public behavior the crate claims to mirror.
- RealtimeCSG is a reference seam, not an idol.
- Do not let historical scene-generation work become a live dependency again.
The README and `state/map.yaml` are the live provenance pointers.

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[workspace]
members = ["crates/vg_csg"]
resolver = "3"

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# VibeGeometry
# VibeGeometry (archived)
VibeGeometry is now the working shell around `vg-csg`.
VibeGeometry no longer owns a build, package, crate, or runtime. Its CSG work
now lives in [`GameCult/Geometry`](https://github.com/GameCult/CultLib/tree/main/packages/gamecult-geometry-rs).
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.
Provenance:
The live mission is narrower and sharper:
- Last imported `vg-csg` source witness: `8f070f4fb75d43f9bfaf9ca05dc66a5580809134`.
- Absorption commit in `GameCult/CultLib`: `6b44f969` (`Absorb CSG kernel into GameCult.Geometry`).
- This repository's earlier experiments remain available through git history.
```text
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/vg_csg`
- upstream: `https://github.com/GameCult/vg-csg`
## What This Repo Owns
- The `vg-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 `vg-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
```powershell
git submodule update --init --recursive
cargo test
cargo clippy --all-targets --all-features
cargo run -p vg_csg --release --example csg_perf_fixture
```
If a future task needs domain-tree DSL work, put it in `vg-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.
Do not add new implementation here. Continue geometry work in
`packages/gamecult-geometry-rs` or the corresponding `GameCult.Geometry`
runtime surface in CultLib.

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Subproject commit a3197f413997f90fb53c609274e025d58fadc31b

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{"type":"rebuild","status":"accepted","note":"VibeGeometry live tree was reduced to the vg-csg Rust work surface. Historical scene-generation research surfaces were removed from live authority; history remains in git."}
{"type":"retirement","status":"accepted","source_witness":"8f070f4fb75d43f9bfaf9ca05dc66a5580809134","destination_repository":"GameCult/CultLib","destination_commit":"6b44f969","note":"Live CSG authority moved to GameCult.Geometry; VibeGeometry retains provenance through git history only."}

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experiment:
repository:
name: VibeGeometry
status: runtime_csg_shell
phase: vg_csg_focus
premise: >
VibeGeometry is now the thin repository shell around the `vg-csg` Rust
work surface. Historical scene-generation research machinery has been
removed from the live tree.
status: archived_provenance
owns_live_implementation: false
mission:
primary: >
Build a fast runtime CSG machine capable of lowering domain/tree intent into
an LOD-aware CSG hierarchy and emitting triangle/collider output for a
camera or frustum query in milliseconds.
work_surface: crates/vg_csg
migration:
destination_repository: https://github.com/GameCult/CultLib
rust_surface: packages/gamecult-geometry-rs
dotnet_surface: src/GameCult.Geometry
source_witness: 8f070f4fb75d43f9bfaf9ca05dc66a5580809134
destination_commit: 6b44f969
hard_boundaries:
- Do not rebuild the historical scene-generation pipeline in this repo.
- Put implementation in `crates/vg_csg` unless a task proves a root-level
surface is necessary.
- Preserve exact parity only for public RealtimeCSG-style behavior the crate
explicitly claims to mirror.
- Runtime evidence must include selected-cut, dirty rebuild, emitted geometry,
and timing data where performance claims matter.
live_architecture:
pipeline:
- Domain or tree intent enters `vg-csg`.
- The runtime chooses an LOD-aware selected cut for the requested view,
budget, dirty state, or output scope.
- The selected cut lowers to CSG/brush operations.
- The crate emits triangle and collider output plus receipt/timing evidence.
root:
- Minimal Cargo workspace.
- `crates/vg_csg` git submodule.
- Minimal README/AGENTS/state pointers.
current_status:
summary: >
Root-level scene-generation surfaces have been deleted. `vg-csg` is the live
work surface for future domain-tree, LOD CSG, selected-cut, and triangle
emission work.
next_action: >
Continue inside `crates/vg_csg`: define the first LOD/query contract for
selected CSG output rather than adding new root scaffolding.
remotes:
vibegeometry: https://github.com/GameCult/VibeGeometry
vg_csg: https://github.com/GameCult/vg-csg
boundaries:
- No build, package, CI, workspace, submodule, or runtime authority lives here.
- Preserve historical experiments in git history.
- Continue all geometry implementation in GameCult/CultLib.

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# Scratch
Current live cut: `vg-csg` owns the work surface.
Do not rehydrate old scene-generation plans from memory. The live tree has been
intentionally reduced to a Rust CSG workspace shell.