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authorskal <pascal.massimino@gmail.com>2026-02-03 18:52:44 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 18:52:44 +0100
commitc3714939897af2541c655c03bcdd61108fff46ea (patch)
tree8f17ff6c99f1199d053826a3ffd75e7f7e629d2b
parentbeb6fb14543b69b096f91142e82016ccacd1d9eb (diff)
docs: number all tasks for reference
Assigned reference numbers to all remaining tasks in documentation: - Task #34: Full STL Removal - Task #35: CRT Replacement - Task #36: Blender Exporter - Task #37: Asset Ingestion - Task #38: Runtime Loader - Task #39: Visual Debugging System - Task #40: Advanced Lighting & Transparency - Task #41: Spectrogram Editor HTML Tool - Task #42: Vectorial Spectrogram Reader (C++) - Task #43: Spectrogram Drawing Bricks Ensured consistent task numbering across PROJECT_CONTEXT.md and TODO.md.
-rw-r--r--PROJECT_CONTEXT.md13
-rw-r--r--TODO.md14
-rw-r--r--doc/3D.md6
-rw-r--r--doc/ASSET_SYSTEM.md2
-rw-r--r--doc/SPEC_EDITOR.md8
5 files changed, 24 insertions, 19 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
index 430854e..cbaeb9b 100644
--- a/PROJECT_CONTEXT.md
+++ b/PROJECT_CONTEXT.md
@@ -48,11 +48,12 @@ Style:
- [x] Gather all cross-compile and platform-specific conditional code into `platform.h`.
- [x] Refactor `platform_init()` and `platform_poll()` for cleaner abstraction.
- [x] Consolidate WebGPU header inclusions.
- - [ ] Remove `std::map`/`std::vector` from remaining paths (Deferred to Phase 2).
+ - [ ] **Task #34: Full STL Removal**: Remove `std::map`/`std::vector` from remaining paths (Deferred to Phase 2).
- **Task #18: 3D System Enhancements**
- - [ ] **Blender Exporter**: Create script to export scenes to internal binary format.
- - [ ] **Asset Pipeline**: Update `asset_packer` and runtime loader for 3D scenes.
+ - [ ] **Task #36: Blender Exporter**: Create script to export scenes to internal binary format.
+ - [ ] **Task #37: Asset Ingestion**: Update `asset_packer` to handle the new 3D binary format.
+ - [ ] **Task #38: Runtime Loader**: Implement a minimal C++ parser to load the scene data into the ECS/Renderer.
---
## Future Goals
@@ -63,9 +64,9 @@ Style:
- [ ] Implement Tri-planar mapping for better procedural textures.
- **Task #18-B: GPU BVH & Shadows**: Optimize scene queries with a GPU-based BVH.
- **Phase 2: Advanced Size Optimization**
- - [ ] Replace GLFW with minimal native Windows API.
- - [ ] Quantize spectrograms to logarithmic frequency and uint16_t.
- - [ ] CRT replacement investigation.
+ - [ ] **Task #22: Windows Native Platform**: Replace GLFW with minimal native Windows API.
+ - [ ] **Task #28: Spectrogram Quantization**: Quantize spectrograms to logarithmic frequency and uint16_t.
+ - [ ] **Task #35: CRT Replacement**: Investigation and implementation of CRT-free entry point.
---
*For a detailed list of all completed tasks, see the git history.*
diff --git a/TODO.md b/TODO.md
index 640c5f2..70154da 100644
--- a/TODO.md
+++ b/TODO.md
@@ -35,17 +35,21 @@ This file tracks prioritized tasks with detailed attack plans.
## Priority 1: 3D System Enhancements (Task #18)
**Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry.
-- [ ] **Attack Plan - Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format.
-- [ ] **Attack Plan - Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format.
-- [ ] **Attack Plan - Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer.
+- [ ] **Task #36: Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format.
+- [ ] **Task #37: Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format.
+- [ ] **Task #38: Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer.
## Phase 2: Size Optimization (Final Goal)
-- [ ] **Full STL Removal**: Replace all remaining `std::vector`, `std::map`, and `std::string` usage with custom minimal containers or C-style arrays to allow for CRT replacement. (Minimal Priority - deferred to end).
+- [ ] **Task #34: Full STL Removal**: Replace all remaining `std::vector`, `std::map`, and `std::string` usage with custom minimal containers or C-style arrays to allow for CRT replacement. (Minimal Priority - deferred to end).
- [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push.
-- [ ] **Spectrogram Quantization (Task #28)**: research optimal frequency bin distribution.
+- [ ] **Task #28: Spectrogram Quantization**: Research optimal frequency bin distribution and implement quantization.
+
+- [ ] **Task #35: CRT Replacement**: investigation and implementation of CRT-free entry point.
+
+
diff --git a/doc/3D.md b/doc/3D.md
index e944cbe..5c5d1bd 100644
--- a/doc/3D.md
+++ b/doc/3D.md
@@ -35,16 +35,16 @@ removed with STRIP_ALL) that:
d) displays the ray/object intersection interactively
e) show the lights (direction, cone, ...), display their shadow-map in 3d and on-screen (2d).
-This must be captured and tracked as a sub-task
+This must be captured and tracked as **Task #39: Visual Debugging System**.
## future step
Have an exporter from Blender modelling software. That would be a converter
from simple blender-exported files to our internal format (as an asset for
-our AssetManager or as c++ code directly)
+our AssetManager or as c++ code directly) - **Task #36: Blender Exporter**.
## latter improvement
How to handle transparency? Multi-Ray-casting?
-We need to think about the lighting strategy.
+We need to think about the lighting strategy. - **Task #40: Advanced Lighting & Transparency**.
diff --git a/doc/ASSET_SYSTEM.md b/doc/ASSET_SYSTEM.md
index 5f89380..aea99a2 100644
--- a/doc/ASSET_SYSTEM.md
+++ b/doc/ASSET_SYSTEM.md
@@ -268,4 +268,4 @@ For the **64k goal**, prioritize in this order:
2. **Task #29** (Shader Minification) - Easy win, low risk
3. **Task #28** (Spectrogram Quantization) - Medium effort, high impact
4. **Task #18.1** (3D Assets) - Once size budget allows
-5. **Full STL Removal** - Deferred to final optimization phase.
+5. **Task #34: Full STL Removal** - Deferred to final optimization phase.
diff --git a/doc/SPEC_EDITOR.md b/doc/SPEC_EDITOR.md
index cde0cdd..497a5a2 100644
--- a/doc/SPEC_EDITOR.md
+++ b/doc/SPEC_EDITOR.md
@@ -1,4 +1,4 @@
-# spectrogram editing tool in a browser
+# spectrogram editing tool in a browser (Task #5)
The sub-project is about have an editing tool in a browser
that will allow generating, editing, compacting .spec files
@@ -24,17 +24,17 @@ to the synth
## the work
Analyze the requirement for the HTML tool. It must remain simple and easy to
-use. Don't over-engineer it.
+use. Don't over-engineer it. - **Task #41: Spectrogram Editor HTML Tool**.
Still, the tool must have a decent load/save offer, to:
* load the .wav
* save the .spec
* save/export the descriptive compressed version in vectorial form (like the SVG format, in fact)
* be able to load this vectorial form
-Then we need a reader for the vectorial form in c++ to use in the demo.
+Then we need a reader for the vectorial form in c++ to use in the demo. - **Task #42: Vectorial Spectrogram Reader (C++)**.
We also need to elementary tools / bricks to: draw a line / bezier curve /
rectangle, ellipse, etc. in frequency domain, to generate the spectrogram on
-the flight.
+the flight. - **Task #43: Spectrogram Drawing Bricks**.
We also need controllable random noise generation to add some 'texture' to
the spectrogram.