48 lines
1.9 KiB
YAML
48 lines
1.9 KiB
YAML
experiment:
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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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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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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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