# ============================================ # TIER 1: CRITICAL CONTEXT (Always Loaded) # ============================================ @PROJECT_CONTEXT.md @TODO.md @README.md # ============================================ # TIER 2: TECHNICAL REFERENCE (Always Loaded) # ============================================ @doc/HOWTO.md @doc/CONTRIBUTING.md @doc/AI_RULES.md @doc/EFFECT_WORKFLOW.md # ============================================ # TIER 3: DESIGN DOCS (Load On-Demand) # ============================================ # Load these only when working on specific subsystems: # # Audio & Tracker: # doc/SPECTRAL_BRUSH_EDITOR.md - Spectral editor design # doc/TRACKER.md - Audio tracker system # # 3D & Graphics: # doc/3D.md - 3D rendering architecture # doc/PROCEDURAL.md - Procedural generation # # Build & Assets: # doc/ASSET_SYSTEM.md - Asset pipeline details # doc/BUILD.md - Build system details # doc/FETCH_DEPS.md - Dependency management # # Testing & Tools: # doc/test_demo_README.md - test_demo tool documentation # # Architecture & Reference: # doc/ARCHITECTURE.md - Detailed system architecture # doc/CODING_STYLE.md - Code style examples # doc/BACKLOG.md - Untriaged future goals # doc/TOOLS_REFERENCE.md - Developer tools reference # ============================================ # TIER 4: HISTORICAL ARCHIVE (Load Rarely) # ============================================ # Load these only for historical context or debugging: # # Completion History: # Use: "read @doc/COMPLETED.md" for detailed history # # Technical Investigations: # doc/GPU_EFFECTS_TEST_ANALYSIS.md # doc/PLATFORM_ANALYSIS.md # doc/PLATFORM_SIDE_QUEST_SUMMARY.md # doc/PEAK_FIX_SUMMARY.md # doc/CNN_DEBUG.md - CNN post-processing binding bug resolution # # Agent Handoffs: # doc/HANDOFF_CLAUDE.md # doc/HANDOFF.md # doc/HANDOFF_2026-02-04.md # # Task Tracking: # doc/TASKS_SUMMARY.md # ============================================ # PROJECT RULES (IMPORTANT) # ============================================ IMPORTANT: - Follow all rules in doc/AI_RULES.md - This repository is shared with Claude-Code - You are working in turns with another AI agent - Work only on tasks explicitly requested by the user - Do NOT modify files outside the current scope - Do NOT perform refactors or cleanups unless explicitly asked - Concise answers only - No explanations unless asked - Max 100 tokens per reply # Context Maintenance: - See @doc/CONTEXT_MAINTENANCE.md for keeping context clean - Archive completed work to doc/COMPLETED.md regularly - Keep PROJECT_CONTEXT.md focused on current status - Keep TODO.md focused on active/next tasks only # ============================================ # CURRENT STATE SNAPSHOT (Gemini-Specific) # ============================================ Produce a cross-platform (Windows, macOS, Linux) 64-kilobyte demoscene production. This is achieved through a C++ codebase utilizing WebGPU for graphics (with a hybrid SDF/rasterization pipeline) and a real-time procedural audio engine for sound, with a heavy focus on size-optimization at all stages. - All tests passing (36/36 - 100%). - Strict 64k final binary size target. - Adherence to project coding style and contribution guidelines is mandatory. - **Workspace System:** The project is organized into self-contained workspaces (e.g., `workspaces/main`, `workspaces/test`) managed by a `workspace.cfg` file, separating demo-specific content from a `common/` directory that holds shared shaders and resources. Selection is done at build time with `-DDEMO_WORKSPACE=`. - **Build & Asset Pipeline:** A modular CMake system orchestrates the build. It uses host-native tools (`asset_packer`, `seq_compiler`, `tracker_compiler`) to parse manifest files (`assets.txt`, `timeline.seq`, `music.track`) and compile assets directly into the binary as C++ data, including procedural asset generation. - **Audio Engine:** A real-time, sample-accurate audio engine with a tracker system for sequencing patterns from `.track` files. It features procedural synthesis from spectrograms (FFT-based IDCT), variable tempo that is decoupled from visual timing, and an abstracted backend for testing and offline rendering (`WavDumpBackend`). - **Graphics & Rendering:** The renderer uses WebGPU (wgpu-native) and WGSL shaders. It employs a hybrid technique, rasterizing proxy geometry (cubes) and then performing SDF raymarching within the fragment shader. The 3D system supports BVH acceleration, and there's a pipeline for importing OBJ models. - **Sequence & Timing:** Visuals are defined in `.seq` files using a beat-based timeline that is compiled into physical seconds. Shaders receive a `CommonPostProcessUniforms` buffer containing both physical time (`time`) for constant-speed animations and musical time (`beat_time`, `beat_phase`) for syncing with the audio playback clock. - **CNN Post-Processing:** The project features a sophisticated CNN post-processing pipeline (CNNv2) for visual stylization. This includes a full Python/PyTorch training toolchain, a binary weight format, and a WebGPU-based validation tool. The network uses 7D parametric static features (RGBD, UV, sin, bias) for rich, position-aware effects. - **Development Workflow:** There is a strong emphasis on tooling and process, including a visual timeline editor, audio analysis tools, a web-based CNN debugger, strict coding standards enforced by `clang-format`, and a comprehensive pre-commit script (`./scripts/check_all.sh`). - `GEMINI.md`: This file, synchronized with CLAUDE.md structure - `PROJECT_CONTEXT.md`: Current system status - `TODO.md`: Active priorities (Task #5 in progress) - **File Hierarchy Cleanup:** Major reorganization of the project structure, establishing the `workspaces/` and `common/` directories and eliminating ~100 redundant files (especially shaders). - **CNNv2 Training Pipeline:** Fixed critical checkpointing bugs and streamlined the output of the training scripts for faster iteration. - **Effect Render API Refactor:** Simplified the `Effect::render` API and fixed uniform initialization bugs across 19 effects. - **CNN Shader Testing Tool:** Implemented `tools/cnn_test` for offline GPU-accelerated validation of trained CNN models. 1. [IN PROGRESS] Task #5: Spectral Brush Editor (Priority 1) 2. [PENDING] Task #18: 3D System Enhancements (Priority 4) 3. [RECURRENT] Task #50: WGSL Modularization (Priority 4) 4. [PENDING] Tracker Humanization & Sample Offset (Priority 3)