VibeGeometry/README.md
2026-05-29 14:22:43 +01:00

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# 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.