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11 changed files with 35 additions and 1325 deletions
7
.gitignore
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7
.gitignore
vendored
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target/
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*.pdb
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*.obj
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*.mtl
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*.svg
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*.png
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*.jsonl
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3
.gitmodules
vendored
3
.gitmodules
vendored
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[submodule "crates/gamecult_geometry_csg"]
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path = crates/gamecult_geometry_csg
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url = https://github.com/GameCult/GameCult.Geometry.Csg
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52
AGENTS.md
52
AGENTS.md
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@ -1,45 +1,13 @@
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# VibeGeometry Instructions
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# VibeGeometry Archive Instructions
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## Purpose
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This repository is archived provenance, not a live work surface.
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VibeGeometry is the repository shell for the CultGeometry CSG Rust work surface.
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- Do not add build, package, CI, workspace, submodule, or runtime authority.
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- Preserve repository history.
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- Route geometry implementation to `GameCult/CultLib`, principally
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`packages/gamecult-geometry-rs` and `src/GameCult.Geometry`.
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- Source witness: `vg-csg` commit
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`8f070f4fb75d43f9bfaf9ca05dc66a5580809134`.
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- Destination commit: CultLib `6b44f969`.
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The previous scene-generation mission has been deleted from the live tree. Do
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not recreate it unless the user explicitly asks to recover a historical artifact
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from git history.
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The live mission:
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```text
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domain/tree intent
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-> LOD-aware CSG hierarchy
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-> camera/frustum selected cut
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-> triangle and collider output
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```
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## Ownership
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- `crates/gamecult_geometry_csg` owns implementation.
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- The root workspace owns only wiring, submodule state, and very small guidance.
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- If a new domain-tree DSL, selected-cut planner, streaming mesh cache, or
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frustum query API is needed, start inside CultGeometry CSG.
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- Do not add root-level helper runtimes, prompt packs, visual translation
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corpora, or schema scaffolds.
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## Commands
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```powershell
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git submodule update --init --recursive
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cargo test
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cargo clippy --all-targets --all-features
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cargo run -p gamecult-geometry-csg --release --example csg_perf_fixture
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```
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## Discipline
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- Keep the runtime path legible: input tree, selected cut, brush/CSG lowering,
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emitted triangles, and timing evidence.
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- Prefer tests and performance receipts inside CultGeometry CSG over root-level notes.
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- Preserve exact parity only for public behavior the crate claims to mirror.
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- RealtimeCSG is a reference seam, not an idol.
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- Do not let historical scene-generation work become a live dependency again.
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The README and `state/map.yaml` are the live provenance pointers.
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@ -1,3 +0,0 @@
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Repository doctrine for this project lives in AGENTS.md, shared with Codex.
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@AGENTS.md
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1174
Cargo.lock
generated
1174
Cargo.lock
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[workspace]
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members = ["crates/gamecult_geometry_csg"]
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resolver = "3"
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57
README.md
57
README.md
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@ -1,51 +1,14 @@
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# VibeGeometry
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# VibeGeometry (archived)
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VibeGeometry is the historical shell around **CultGeometry CSG**, whose clean
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package identity is `GameCult.Geometry.Csg`.
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VibeGeometry no longer owns a build, package, crate, or runtime. Its CSG work
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now lives in [`GameCult/Geometry`](https://github.com/GameCult/CultLib/tree/main/packages/gamecult-geometry-rs).
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The previous scene-generation research era is gone from the live tree. It can
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stay in git history, where failed experiments are useful without being allowed
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to hold a steering wheel.
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Provenance:
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The live mission is narrower and sharper:
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- Last imported `vg-csg` source witness: `8f070f4fb75d43f9bfaf9ca05dc66a5580809134`.
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- Absorption commit in `GameCult/CultLib`: `6b44f969` (`Absorb CSG kernel into GameCult.Geometry`).
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- This repository's earlier experiments remain available through git history.
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```text
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domain/tree intent
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-> LOD-aware CSG hierarchy
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-> camera/frustum selected cut
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-> triangle and collider output in milliseconds
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```
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The actual work surface is the Rust crate at:
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- `crates/gamecult_geometry_csg`
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- upstream: `https://github.com/GameCult/GameCult.Geometry.Csg`
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## What This Repo Owns
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- The CultGeometry CSG submodule pointer.
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- A minimal Rust workspace that builds that crate.
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- Thin operating notes that keep future work pointed at runtime CSG, not legacy
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scene-generation scaffolding.
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## What CultGeometry CSG Owns
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- Brush and CSG tree APIs.
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- RealtimeCSG-shaped public seams where useful.
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- Parity fixtures for claimed public behavior.
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- Dirty rebuild and demand-frontier experiments.
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- Mesh/triangle output and receipt examples.
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- The future LOD-aware selected-cut runtime.
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## Commands
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```powershell
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git submodule update --init --recursive
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cargo test
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cargo clippy --all-targets --all-features
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cargo run -p gamecult-geometry-csg --release --example csg_perf_fixture
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```
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If a future task needs domain-tree DSL work, put it in CultGeometry CSG unless there is
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a proven reason it must live outside the crate. The default answer is simple:
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the geometry machine belongs where the geometry machine runs.
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Do not add new implementation here. Continue geometry work in
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`packages/gamecult-geometry-rs` or the corresponding `GameCult.Geometry`
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runtime surface in CultLib.
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@ -1 +0,0 @@
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Subproject commit b476a05eb5ea93ea86f44b09892e83f4bf9499b0
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1
state/branches.json
Normal file
1
state/branches.json
Normal file
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@ -0,0 +1 @@
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[]
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@ -1 +1,2 @@
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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."}
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{"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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@ -1,48 +1,16 @@
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experiment:
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repository:
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name: VibeGeometry
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status: runtime_csg_shell
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phase: cultgeometry_csg_focus
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premise: >
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VibeGeometry is the thin historical shell around the CultGeometry CSG Rust
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work surface, whose clean package identity is GameCult.Geometry.Csg.
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status: archived_provenance
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owns_live_implementation: false
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mission:
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primary: >
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Build a fast runtime CSG machine capable of lowering domain/tree intent into
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an LOD-aware CSG hierarchy and emitting triangle/collider output for a
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camera or frustum query in milliseconds.
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work_surface: crates/gamecult_geometry_csg
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migration:
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destination_repository: https://github.com/GameCult/CultLib
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rust_surface: packages/gamecult-geometry-rs
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dotnet_surface: src/GameCult.Geometry
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source_witness: 8f070f4fb75d43f9bfaf9ca05dc66a5580809134
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destination_commit: 6b44f969
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||||
hard_boundaries:
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- Do not rebuild the historical scene-generation pipeline in this repo.
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- Put implementation in `crates/gamecult_geometry_csg` unless a task proves a root-level
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||||
surface is necessary.
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||||
- Preserve exact parity only for public RealtimeCSG-style behavior the crate
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explicitly claims to mirror.
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- Runtime evidence must include selected-cut, dirty rebuild, emitted geometry,
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and timing data where performance claims matter.
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live_architecture:
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pipeline:
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- Domain or tree intent enters CultGeometry CSG.
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- The runtime chooses an LOD-aware selected cut for the requested view,
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budget, dirty state, or output scope.
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- The selected cut lowers to CSG/brush operations.
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- The crate emits triangle and collider output plus receipt/timing evidence.
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root:
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- Minimal Cargo workspace.
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- `crates/gamecult_geometry_csg` git submodule.
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- Minimal README/AGENTS/state pointers.
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current_status:
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summary: >
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Root-level scene-generation surfaces have been deleted. CultGeometry CSG is the live
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work surface for future domain-tree, LOD CSG, selected-cut, and triangle
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emission work.
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next_action: >
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Continue inside `crates/gamecult_geometry_csg`: define the first LOD/query contract for
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selected CSG output rather than adding new root scaffolding.
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|
||||
remotes:
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vibegeometry: https://github.com/GameCult/VibeGeometry
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||||
gamecult_geometry_csg: https://github.com/GameCult/GameCult.Geometry.Csg
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||||
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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||||
|
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Loading…
Reference in a new issue