diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 10:43:11 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 10:43:11 +0100 |
| commit | 70c64867baa30c83334559d3023153dfe3f9ff79 (patch) | |
| tree | fa1353eca8f32334286aa4a9fc9c9461a5e56d8b /PROJECT_CONTEXT.md | |
| parent | e952a9d0866a5a2a5f9da72ccbb40e2184da8a6f (diff) | |
docs: Simplify all design docs (50% reduction, 1687 lines removed)
Consolidated and streamlined all documentation:
**Merged:**
- PROCEDURAL.md → deleted (content in ASSET_SYSTEM.md)
- FETCH_DEPS.md → BUILD.md (dependencies section)
**Simplified (line reductions):**
- HOWTO.md: 468→219 (53%)
- CONTRIBUTING.md: 453→173 (62%)
- SPECTRAL_BRUSH_EDITOR.md: 497→195 (61%)
- SEQUENCE.md: 355→197 (45%)
- CONTEXT_MAINTENANCE.md: 332→200 (40%)
- test_demo_README.md: 273→122 (55%)
- ASSET_SYSTEM.md: 271→108 (60%)
- MASKING_SYSTEM.md: 240→125 (48%)
- 3D.md: 196→118 (40%)
- TRACKER.md: 124→76 (39%)
- SCENE_FORMAT.md: 59→49 (17%)
- BUILD.md: 83→69 (17%)
**Total:** 3344→1657 lines (50.4% reduction)
**Changes:**
- Removed verbose examples, redundant explanations, unimplemented features
- Moved detailed task plans to TODO.md (single source of truth)
- Consolidated coding style rules
- Kept essential APIs, syntax references, technical details
**PROJECT_CONTEXT.md:**
- Added "Design Docs Quick Reference" with 2-3 line summaries
- Removed duplicate task entries
- All design docs now loaded on-demand via Read tool
Result: Context memory files reduced from 31.6k to ~15k tokens.
Diffstat (limited to 'PROJECT_CONTEXT.md')
| -rw-r--r-- | PROJECT_CONTEXT.md | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 3afab58..636f339 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -65,17 +65,26 @@ Style: - **Tooling & Optimization** - [ ] **Task #54: Tracy Integration**: Integrate Tracy debugger for performance profiling. - [x] **Task #39: Visual Debugging System**: Implemented wireframe primitives (Sphere, Cone, Cross, Trajectory) for debugging. - - [ ] **Task #53: Particles Shader Polish**: Improve visual quality of particles. - - [ ] **Task #55: SDF Random Planes Intersection**: Implement `sdPolyhedron` (crystal/gem shapes) via plane intersection. -- **Tooling & Optimization** - - [ ] **Task #54: Tracy Integration**: Integrate Tracy debugger for performance profiling. +--- +## Design Docs Quick Reference + +For detailed documentation, use Read tool to load specific docs: + +- **doc/TRACKER.md**: Audio pattern system with unit-less timing (1 unit = 4 beats). Text-based music score compiled to C++ runtime. +- **doc/3D.md**: Hybrid SDF raymarching with BVH acceleration and Position Based Dynamics physics. +- **doc/ASSET_SYSTEM.md**: Build-time asset packer with 16-byte alignment, enum-based O(1) retrieval, procedural generation support. +- **doc/BUILD.md**: Multi-platform builds (Debug/STRIP_ALL/FINAL_STRIP), cross-compilation, size reporting. +- **doc/SPECTRAL_BRUSH_EDITOR.md**: Web tool for tracing spectrograms with Bezier curves (50-100× compression). +- **doc/SEQUENCE.md**: .seq timeline format with BPM notation, priority modifiers, Gantt visualization. +- **doc/MASKING_SYSTEM.md**: Auxiliary texture registry for inter-effect screen-space partitioning. +- **doc/SCENE_FORMAT.md**: Binary scene format (SCN1) with object transforms, physics, mesh references. +- **doc/test_demo_README.md**: 16s audio/visual sync test tool with tempo variation and peak logging. +- **doc/CONTEXT_MAINTENANCE.md**: Context hygiene protocol (archive to COMPLETED.md monthly, keep Tier 1 files lean). --- ## Future Goals - **Task #36: Blender Exporter**: Create script to export scenes to internal binary format. (Deprioritized) -- **Task #5: Implement Spectrogram Editor** - - [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually. - **Task #21: Shader Optimization** - [ ] Use macros or code generation to factorize common WGSL code (normals, bump, lighting). - [ ] Implement Tri-planar mapping for better procedural textures. |
