# VibeGeometry VibeGeometry is now the working shell around `vg-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: ```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.