experiment: 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. 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 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