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- **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.