VibeGeometry/notes/vibegeometry-current-system-map.md
2026-05-04 12:20:23 +01:00

1.9 KiB

VibeGeometry Current System Map

VibeGeometry does not have a Blender runtime yet. The live system is a persistence scaffold plus a planned artifact pipeline for agent-authored geometry-node scenes.

Control Flow

  1. Rehydrate from state/map.yaml, notes/fresh-workspace-handoff.md, this file, and notes/vibegeometry-implementation-plan.md.
  2. Run npm run state:status.
  3. Work one bounded pipeline organ.
  4. Validate the seam that matters.
  5. Persist only belief-changing evidence.
  6. Commit completed work.

Core Surfaces

  • state/map.yaml: canonical mission, boundaries, live architecture, next action.
  • state/evidence.jsonl: distilled belief-changing evidence only.
  • state/branches.json: active and closed research or implementation branches.
  • notes/fresh-workspace-handoff.md: compact re-entry packet.
  • notes/vibegeometry-implementation-plan.md: near-term implementation sequence.
  • docs/architecture/: detailed contracts and rationale.

Planned Artifact Pipeline

reference images + user instructions
  -> scene brief
  -> target visual trait extraction
  -> geometry strategy
  -> node graph manifest
  -> Blender Python builder script
  -> generated .blend scene
  -> render output
  -> render review and graph audit
  -> accepted example or revised hypothesis

Missing Or Incomplete Organs

  • Scene brief schema
  • Node graph manifest schema
  • Render review schema
  • Blender Python builder helpers
  • Geometry-node idiom library
  • Headless Blender runner
  • Reference-image storage and provenance rules
  • Render comparison and review workflow
  • Example scene fixtures

Current North Star

Build the smallest reliable loop where an agent can describe a target, plan procedural geometry, generate a legible Blender node graph through Python, render it, and use review evidence to improve the next iteration. The loop should reward coherent geometry flow, not just scripts that successfully make Blender emit pixels.