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authorskal <pascal.massimino@gmail.com>2026-02-03 07:44:40 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 07:44:40 +0100
commit7204ac562575b03e2709068531d47f87ff7229de (patch)
tree11de6bb3282c323f1d7f3cc39b128cb5ccac1b5b /PROJECT_CONTEXT.md
parent5fc0517ffed67411ce5ca529742a2142acc2b5dc (diff)
docs: Update project context and re-prioritize task list
This commit finalizes the session by updating the project documentation to reflect recent progress and future priorities. - **Recently Completed**: Summarized the finalization of the audio tracker, implementation of build stripping (STRIP_ALL), and resolution of WebGPU stability issues on macOS. - **Re-prioritization**: Promoted 'Platform & Code Hygiene' (Task #20) to Priority 1 and established '3D System Enhancements' (Task #18) as Priority 2, focusing on Blender integration. - **Session Summary**: Appended a detailed summary of the session's key achievements to SESSION_NOTES.md.
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diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
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@@ -28,19 +28,19 @@ Style:
## Project Roadmap
### Next Up
-- **Task #8: Implement Final Build Stripping**
- - [ ] Define and document a consistent set of rules for code stripping under the `STRIP_ALL` macro.
- - [ ] Remove unused functions, strip debug fields from structs, simplify code paths.
- - [ ] Verify no useless printf() or std::cout in final code.
-
- **Task #20: Code & Platform Hygiene**
- [ ] Gather all cross-compile and platform-specific conditional code into `platform.h`.
- - [ ] Refactor `platform_init()` to return `PlatformState` directly.
+ - [ ] Refactor `platform_init()` and `platform_poll()` for cleaner abstraction.
- [ ] Consolidate WebGPU header inclusions.
+ - [ ] Remove `std::map`/`std::vector` from hot paths.
+
+- **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 #21: Shader Optimization**
- [ ] Use macros or code generation to factorize common WGSL code (normals, bump, lighting).
- - [ ] Implement tight ray-marching bounds (min/max t) derived from proxy hull hits.
+ - [ ] Implement Tri-planar mapping for better procedural textures.
### Future Goals
- **Task #5: Implement Spectrogram Editor**
@@ -54,12 +54,13 @@ Style:
- [ ] CRT replacement investigation.
### Recently Completed
+- **WebGPU Stabilization**: Resolved `WGPUSurface` creation failures on macOS by adding platform-specific `GLFW_EXPOSE_NATIVE_COCOA` definitions and fixed validation errors in the render pass configuration.
+- **Final Build Stripping (Task #8)**: Implemented the `STRIP_ALL` macro to remove non-essential code (CLI parsing, debug labels, iostream) and refined size optimization flags (`-dead_strip`) for macOS.
+- **Minimal Audio Tracker (Task 21.3)**: Finalized a pattern-based audio tracker supporting both procedural notes and asset-based spectrograms with a unified "one-voice-per-pattern" pasting strategy.
- **WGSL Library (Task 21.1)**: Implemented `ShaderComposer` for modular WGSL snippet management.
- **Tight Ray Bounds (Task 21.2)**: Implemented local-space ray-box intersection to optimize SDF raymarching.
- **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports.
- **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms.
-- **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes.
-- **Procedural Textures**: Restored floor grid and SDF bump mapping.
---
*For a detailed list of all completed tasks, see the git history.*