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<title>demo.git/assets, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=v0.1</id>
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<updated>2026-02-03T09:59:08Z</updated>
<entry>
<title>test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)</title>
<updated>2026-02-03T09:59:08Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:59:08Z</published>
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<id>urn:sha1:124899f27b6c1ec02bfa16a57a4e43ea2b7ebac0</id>
<content type='text'>
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
</content>
</entry>
<entry>
<title>feat(assets): Add new drum samples and improve conversion script</title>
<updated>2026-02-03T09:11:31Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:11:31Z</published>
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<id>urn:sha1:99261b26c836dae82f108e3ca1e8a60b7e02be63</id>
<content type='text'>
Created a new script, scripts/gen_spectrograms.sh, to robustly convert all audio files in assets/originals to .spec format. The new script is more portable and provides better feedback. Added the newly generated drum and bass samples to the asset list, organizing them by type for clarity. This completes the requested sub-task.
</content>
</entry>
<entry>
<title>chore: Finalize Build System Consolidation (Task #25)</title>
<updated>2026-02-03T09:05:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:05:03Z</published>
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<id>urn:sha1:805f993293bd61625fe69172e2abeb7088ee5a80</id>
<content type='text'>
Updated project roadmap and to-do list to reflect the completion of the modular build system refactor.
</content>
</entry>
<entry>
<title>refactor: Shader Asset Integration (Task #24)</title>
<updated>2026-02-03T07:18:13Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:18:13Z</published>
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<id>urn:sha1:f32afcbeffa0e8b947457c67c73566da4ebf33cc</id>
<content type='text'>
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
</content>
</entry>
<entry>
<title>feat: Finalize tracker asset-sample integration with unified pasting strategy</title>
<updated>2026-02-03T06:39:54Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T06:39:54Z</published>
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<id>urn:sha1:5fc0517ffed67411ce5ca529742a2142acc2b5dc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>update the melody a bit</title>
<updated>2026-02-02T22:44:14Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:44:14Z</published>
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<id>urn:sha1:15a92927e7671a090199fb60f192de2298c22663</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat: Integrate tracker system and update project context documentation</title>
<updated>2026-02-02T21:05:50Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T21:05:50Z</published>
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<id>urn:sha1:5d2ec00c0179d1ee1b07883511d34dac272c680f</id>
<content type='text'>
- Implemented the basic tracker system with runtime support (tracker.h, tracker.cc).
- Added a sample music track file (assets/music.track).
- Created a tracker compiler tool (tools/tracker_compiler.cc) to generate music data.
- Updated CMakeLists.txt to build the tracker compiler and integrate generated data.
- Updated GEMINI.md to reflect new file locations and project context.
</content>
</entry>
<entry>
<title>feat(gpu): Integrate bumpy 3D renderer into main demo</title>
<updated>2026-02-01T15:18:19Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T15:18:19Z</published>
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<id>urn:sha1:1522b95c838fc3e567066fd96dede3dca25cbc95</id>
<content type='text'>
- Added depth buffer support to MainSequence.
- Implemented Hybrid3DEffect for the main timeline.
- Fixed effect initialization order in MainSequence.
- Ensured depth-stencil compatibility for all scene effects.
- Updated demo sequence with 3D elements and post-processing.
</content>
</entry>
<entry>
<title>feat(assets): Implement procedural asset generation pipeline</title>
<updated>2026-02-01T13:53:48Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T13:53:48Z</published>
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<id>urn:sha1:d4120e50c16ca6c71294cbf3cd614f9680b0e299</id>
<content type='text'>
- Updated asset_packer to parse PROC(...) syntax with robust regex.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
</content>
</entry>
<entry>
<title>feat(assets): Implement procedural asset generation pipeline</title>
<updated>2026-02-01T13:27:14Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T13:27:14Z</published>
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<id>urn:sha1:c7087fa3004349943d9b76e5015e87314b366de4</id>
<content type='text'>
- Updated asset_packer to parse PROC(...) syntax.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
</content>
</entry>
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