VibeGeometry/state/map.yaml
2026-08-26 17:39:23 +02:00

48 lines
1.9 KiB
YAML

experiment:
name: VibeGeometry
status: runtime_csg_shell
phase: cultgeometry_csg_focus
premise: >
VibeGeometry is the thin historical shell around the CultGeometry CSG Rust
work surface, whose clean package identity is GameCult.Geometry.Csg.
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/gamecult_geometry_csg
hard_boundaries:
- Do not rebuild the historical scene-generation pipeline in this repo.
- Put implementation in `crates/gamecult_geometry_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 CultGeometry 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/gamecult_geometry_csg` git submodule.
- Minimal README/AGENTS/state pointers.
current_status:
summary: >
Root-level scene-generation surfaces have been deleted. CultGeometry CSG is the live
work surface for future domain-tree, LOD CSG, selected-cut, and triangle
emission work.
next_action: >
Continue inside `crates/gamecult_geometry_csg`: define the first LOD/query contract for
selected CSG output rather than adding new root scaffolding.
remotes:
vibegeometry: https://github.com/GameCult/VibeGeometry
gamecult_geometry_csg: https://github.com/GameCult/GameCult.Geometry.Csg