1.4 KiB
1.4 KiB
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:
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-csgsubmodule 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
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.