50 lines
1.4 KiB
Markdown
50 lines
1.4 KiB
Markdown
# VibeGeometry
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VibeGeometry is now the working shell around `vg-csg`.
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The previous scene-generation research era is gone from the live tree. It can
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stay in git history, where failed experiments are useful without being allowed
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to hold a steering wheel.
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The live mission is narrower and sharper:
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```text
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domain/tree intent
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-> LOD-aware CSG hierarchy
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-> camera/frustum selected cut
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-> triangle and collider output in milliseconds
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```
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The actual work surface is the Rust crate at:
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- `crates/vg_csg`
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- upstream: `https://github.com/GameCult/vg-csg`
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## What This Repo Owns
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- The `vg-csg` submodule pointer.
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- A minimal Rust workspace that builds that crate.
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- Thin operating notes that keep future work pointed at runtime CSG, not legacy
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scene-generation scaffolding.
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## What `vg-csg` Owns
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- Brush and CSG tree APIs.
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- RealtimeCSG-shaped public seams where useful.
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- Parity fixtures for claimed public behavior.
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- Dirty rebuild and demand-frontier experiments.
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- Mesh/triangle output and receipt examples.
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- The future LOD-aware selected-cut runtime.
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## Commands
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```powershell
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git submodule update --init --recursive
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cargo test
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cargo clippy --all-targets --all-features
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cargo run -p vg_csg --release --example csg_perf_fixture
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```
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If a future task needs domain-tree DSL work, put it in `vg-csg` unless there is
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a proven reason it must live outside the crate. The default answer is simple:
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the geometry machine belongs where the geometry machine runs.
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