@vib3code/sdk 2.0.1 → 2.0.3-canary.0a63e71

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (192) hide show
  1. package/CHANGELOG.md +36 -0
  2. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +245 -0
  3. package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
  4. package/DOCS/ARCHITECTURE.md +1 -0
  5. package/DOCS/CI_TESTING.md +2 -0
  6. package/DOCS/CLI_ONBOARDING.md +3 -1
  7. package/DOCS/CONTROL_REFERENCE.md +2 -0
  8. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +119 -0
  9. package/DOCS/ENV_SETUP.md +2 -0
  10. package/DOCS/EPIC_SCROLL_EVENTS.md +775 -0
  11. package/DOCS/EXPANSION_DESIGN.md +979 -0
  12. package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
  13. package/DOCS/EXPORT_FORMATS.md +2 -0
  14. package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
  15. package/DOCS/HANDOFF_LANDING_PAGE.md +156 -0
  16. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +495 -0
  17. package/DOCS/LICENSING_TIERS.md +2 -0
  18. package/DOCS/MASTER_PLAN_2026-01-31.md +4 -2
  19. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +939 -0
  20. package/DOCS/OBS_SETUP_GUIDE.md +2 -0
  21. package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
  22. package/DOCS/PRODUCT_STRATEGY.md +65 -0
  23. package/DOCS/PROJECT_SETUP.md +2 -0
  24. package/DOCS/README.md +105 -0
  25. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +99 -0
  26. package/DOCS/RENDERER_LIFECYCLE.md +2 -0
  27. package/DOCS/REPO_MANIFEST.md +2 -0
  28. package/DOCS/ROADMAP.md +113 -0
  29. package/DOCS/SCROLL_TIMELINE_v3.md +271 -0
  30. package/DOCS/SITE_REFACTOR_PLAN.md +102 -0
  31. package/DOCS/STATUS.md +26 -0
  32. package/DOCS/SYSTEM_INVENTORY.md +37 -32
  33. package/DOCS/TELEMETRY_EXPORTS.md +2 -0
  34. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +87 -0
  35. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +135 -0
  36. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +97 -0
  37. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +88 -0
  38. package/DOCS/WEBGPU_STATUS.md +121 -38
  39. package/DOCS/XR_BENCHMARKS.md +2 -0
  40. package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -0
  41. package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -0
  42. package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -0
  43. package/DOCS/archive/SESSION_014_PLAN.md +1 -0
  44. package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -0
  45. package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -0
  46. package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -0
  47. package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -0
  48. package/DOCS/{DEV_TRACK_SESSION_2026-01-31.md → dev-tracks/DEV_TRACK_SESSION_2026-01-31.md} +3 -1
  49. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +233 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +129 -0
  51. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +144 -0
  52. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +110 -0
  53. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
  54. package/DOCS/dev-tracks/README.md +12 -0
  55. package/README.md +26 -13
  56. package/cpp/CMakeLists.txt +236 -0
  57. package/cpp/bindings/embind.cpp +269 -0
  58. package/cpp/build.sh +129 -0
  59. package/cpp/geometry/Crystal.cpp +103 -0
  60. package/cpp/geometry/Fractal.cpp +136 -0
  61. package/cpp/geometry/GeometryGenerator.cpp +262 -0
  62. package/cpp/geometry/KleinBottle.cpp +71 -0
  63. package/cpp/geometry/Sphere.cpp +134 -0
  64. package/cpp/geometry/Tesseract.cpp +94 -0
  65. package/cpp/geometry/Tetrahedron.cpp +83 -0
  66. package/cpp/geometry/Torus.cpp +65 -0
  67. package/cpp/geometry/WarpFunctions.cpp +238 -0
  68. package/cpp/geometry/Wave.cpp +85 -0
  69. package/cpp/include/vib3_ffi.h +238 -0
  70. package/cpp/math/Mat4x4.cpp +409 -0
  71. package/cpp/math/Mat4x4.hpp +209 -0
  72. package/cpp/math/Projection.cpp +142 -0
  73. package/cpp/math/Projection.hpp +148 -0
  74. package/cpp/math/Rotor4D.cpp +322 -0
  75. package/cpp/math/Rotor4D.hpp +204 -0
  76. package/cpp/math/Vec4.cpp +303 -0
  77. package/cpp/math/Vec4.hpp +225 -0
  78. package/cpp/src/vib3_ffi.cpp +607 -0
  79. package/cpp/tests/Geometry_test.cpp +213 -0
  80. package/cpp/tests/Mat4x4_test.cpp +494 -0
  81. package/cpp/tests/Projection_test.cpp +298 -0
  82. package/cpp/tests/Rotor4D_test.cpp +423 -0
  83. package/cpp/tests/Vec4_test.cpp +489 -0
  84. package/docs/webgpu-live.html +1 -1
  85. package/package.json +41 -30
  86. package/src/agent/index.js +1 -3
  87. package/src/agent/mcp/MCPServer.js +1220 -144
  88. package/src/agent/mcp/index.js +1 -1
  89. package/src/agent/mcp/stdio-server.js +264 -0
  90. package/src/agent/mcp/tools.js +498 -31
  91. package/src/cli/index.js +431 -47
  92. package/src/core/CanvasManager.js +97 -204
  93. package/src/core/ErrorReporter.js +1 -1
  94. package/src/core/Parameters.js +1 -1
  95. package/src/core/VIB3Engine.js +93 -4
  96. package/src/core/VitalitySystem.js +53 -0
  97. package/src/core/index.js +18 -0
  98. package/src/core/renderers/FacetedRendererAdapter.js +10 -9
  99. package/src/core/renderers/HolographicRendererAdapter.js +13 -9
  100. package/src/core/renderers/QuantumRendererAdapter.js +11 -7
  101. package/src/creative/AestheticMapper.js +628 -0
  102. package/src/creative/ChoreographyPlayer.js +481 -0
  103. package/src/creative/index.js +11 -0
  104. package/src/experimental/GameLoop.js +72 -0
  105. package/src/experimental/LatticePhysics.js +100 -0
  106. package/src/experimental/LiveDirector.js +143 -0
  107. package/src/experimental/PlayerController4D.js +154 -0
  108. package/src/experimental/VIB3Actor.js +138 -0
  109. package/src/experimental/VIB3Compositor.js +117 -0
  110. package/src/experimental/VIB3Link.js +122 -0
  111. package/src/experimental/VIB3Orchestrator.js +146 -0
  112. package/src/experimental/VIB3Universe.js +109 -0
  113. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  114. package/src/export/TradingCardManager.js +3 -4
  115. package/src/export/index.js +11 -1
  116. package/src/faceted/FacetedSystem.js +260 -394
  117. package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
  118. package/src/geometry/generators/Crystal.js +2 -2
  119. package/src/geometry/warp/HypersphereCore.js +53 -24
  120. package/src/holograms/HolographicVisualizer.js +84 -98
  121. package/src/holograms/RealHolographicSystem.js +194 -43
  122. package/src/math/Mat4x4.js +308 -105
  123. package/src/math/Rotor4D.js +124 -40
  124. package/src/math/Vec4.js +200 -103
  125. package/src/math/index.js +7 -7
  126. package/src/polychora/PolychoraSystem.js +77 -0
  127. package/src/quantum/QuantumEngine.js +103 -66
  128. package/src/quantum/QuantumVisualizer.js +31 -22
  129. package/src/reactivity/index.js +3 -5
  130. package/src/render/LayerPresetManager.js +372 -0
  131. package/src/render/LayerReactivityBridge.js +344 -0
  132. package/src/render/LayerRelationshipGraph.js +610 -0
  133. package/src/render/MultiCanvasBridge.js +148 -25
  134. package/src/render/ShaderLoader.js +38 -0
  135. package/src/render/ShaderProgram.js +4 -4
  136. package/src/render/UnifiedRenderBridge.js +4 -1
  137. package/src/render/backends/WebGPUBackend.js +8 -4
  138. package/src/render/index.js +27 -2
  139. package/src/scene/Node4D.js +74 -24
  140. package/src/scene/index.js +4 -4
  141. package/src/shaders/common/geometry24.glsl +65 -0
  142. package/src/shaders/common/geometry24.wgsl +54 -0
  143. package/src/shaders/common/rotation4d.glsl +4 -4
  144. package/src/shaders/common/rotation4d.wgsl +2 -2
  145. package/src/shaders/common/uniforms.wgsl +15 -8
  146. package/src/shaders/faceted/faceted.frag.glsl +220 -80
  147. package/src/shaders/faceted/faceted.frag.wgsl +144 -90
  148. package/src/shaders/holographic/holographic.frag.glsl +28 -9
  149. package/src/shaders/holographic/holographic.frag.wgsl +112 -41
  150. package/src/shaders/quantum/quantum.frag.glsl +1 -0
  151. package/src/shaders/quantum/quantum.frag.wgsl +6 -4
  152. package/src/testing/ParallelTestFramework.js +2 -2
  153. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  154. package/src/viewer/GalleryUI.js +17 -0
  155. package/src/viewer/ViewerPortal.js +2 -2
  156. package/src/viewer/index.js +1 -1
  157. package/tools/headless-renderer.js +258 -0
  158. package/tools/shader-sync-verify.js +14 -8
  159. package/tools/site-analysis/all-reports.json +32 -0
  160. package/tools/site-analysis/combined-analysis.md +50 -0
  161. package/tools/site-analyzer.mjs +779 -0
  162. package/tools/visual-catalog/capture.js +276 -0
  163. package/tools/visual-catalog/composite.js +138 -0
  164. package/types/adaptive-sdk.d.ts +204 -5
  165. package/types/agent/cli.d.ts +78 -0
  166. package/types/agent/index.d.ts +18 -0
  167. package/types/agent/mcp.d.ts +87 -0
  168. package/types/agent/telemetry.d.ts +190 -0
  169. package/types/core/VIB3Engine.d.ts +26 -0
  170. package/types/core/index.d.ts +261 -0
  171. package/types/creative/AestheticMapper.d.ts +72 -0
  172. package/types/creative/ChoreographyPlayer.d.ts +96 -0
  173. package/types/creative/index.d.ts +17 -0
  174. package/types/export/index.d.ts +243 -0
  175. package/types/geometry/index.d.ts +164 -0
  176. package/types/math/index.d.ts +214 -0
  177. package/types/render/LayerPresetManager.d.ts +78 -0
  178. package/types/render/LayerReactivityBridge.d.ts +85 -0
  179. package/types/render/LayerRelationshipGraph.d.ts +174 -0
  180. package/types/render/index.d.ts +3 -0
  181. package/types/scene/index.d.ts +204 -0
  182. package/types/systems/index.d.ts +244 -0
  183. package/types/variations/index.d.ts +62 -0
  184. package/types/viewer/index.d.ts +225 -0
  185. package/DOCS/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +0 -34
  186. package/DOCS/DEV_TRACK_ANALYSIS.md +0 -77
  187. package/DOCS/DEV_TRACK_PLAN_2026-01-07.md +0 -42
  188. package/DOCS/SESSION_014_PLAN.md +0 -195
  189. package/DOCS/SESSION_LOG_2026-01-07.md +0 -56
  190. package/DOCS/STRATEGIC_BLUEPRINT_2026-01-07.md +0 -72
  191. package/DOCS/SYSTEM_AUDIT_2026-01-30.md +0 -738
  192. /package/src/viewer/{ReactivityManager.js → ViewerInputHandler.js} +0 -0
@@ -0,0 +1,271 @@
1
+ Last reviewed: 2026-02-17
2
+
3
+ # VIB3+ Landing Page — Complete Scroll Timeline v3
4
+
5
+ ## GPU-First Redesign: Real Visualizers Everywhere
6
+
7
+ **Core principle**: Canvas2D (AmbientLattice) is ONLY for the cascade cards (small cards where GPU contexts would be wasted). Every section background, every dramatic moment uses REAL GPU systems — Quantum, Holographic, Faceted — in coordinated multi-system arrangements.
8
+
9
+ **ContextPool budget**: Max 3 concurrent. Sections are sequential + pinned, so we acquire/release at boundaries.
10
+
11
+ ---
12
+
13
+ ## SCROLL MAP (Approximate vh positions)
14
+
15
+ ```
16
+ Position Section GPU Contexts Active Multi-System Events
17
+ ─────────── ──────────────────── ─────────────────────────── ─────────────────────────
18
+ 0-800vh OPENING 1: Quantum (opening) Solo: canvas → text mask → lattice
19
+ ~800vh divider 0→1 swap Portal glow transition
20
+ 800-900vh HERO 1: Quantum (hero) Solo: parameter arc builds energy
21
+ ~900vh divider 1→1 swap Flash handoff hero→morph
22
+ 900-2100vh MORPH (pinned) 1: Q→H→F rotating System swap choreography
23
+ ~2100vh divider 1→1 Portal out
24
+ 2100-2400vh PLAYGROUND 1: user-controlled Interactive — user drives
25
+ ~2400vh divider 1→3 acquire Three-system awakening
26
+ 2400-2600vh TRIPTYCH 3: Q+H+F split-screen ★ CLIP-PATH TERRITORY WAR
27
+ ~2600vh divider 3→2 swap ★ TRIPTYCH→CASCADE HANDOFF
28
+ 2600-3000vh CASCADE (pinned) 2: Q+H background ★ DUAL GPU BEHIND CARDS
29
+ + Canvas2D cards GPU systems react to active card
30
+ ~3000vh divider 2→2 swap ★ CASCADE→ENERGY HANDOFF
31
+ 3000-3250vh ENERGY (pinned) 2: Q bg + F card ★ TWO-SYSTEM ENERGY EXCHANGE
32
+ ~3250vh divider 2→1 Drain → agent
33
+ 3250-3400vh AGENT 1: H background GPU holographic behind code
34
+ ~3400vh divider 1→2 acquire ★ FINALE BUILDS
35
+ 3400-3500vh CTA 2: Q+F dueling ★ DUAL SYSTEM FINALE
36
+ ~3500vh footer 0 Silence
37
+ ```
38
+
39
+ ---
40
+
41
+ ## SECTION-BY-SECTION CHOREOGRAPHY
42
+
43
+ ### 1. OPENING (0-800vh) — Solo Quantum
44
+
45
+ **GPU**: 1 context (Quantum → `opening-canvas`)
46
+ **Multi-system**: None (intentional — solo introduction)
47
+
48
+ | Scroll % | Phase | Parameters |
49
+ |-----------|--------------------------|-------------------------------------|
50
+ | 0-12% | Dark canvas, subtle | intensity: 0.3→0.5, geo: 11 |
51
+ | 12-35% | Text letters cascade in | hue: 220→280, rot4dXW accelerates |
52
+ | 28-48% | SVG mask: canvas through text | chaos: 0.05→0.4, speed rises |
53
+ | 45-75% | Lattice parallax layers | gridDensity oscillates, dimension drops |
54
+ | 74-96% | Text fades, lattice locks| speed settles, intensity peaks 0.85 |
55
+ | 96-100% | Everything fades out | intensity→0 |
56
+
57
+ ---
58
+
59
+ ### 2. HERO (800-900vh) — Solo Quantum
60
+
61
+ **GPU**: 1 context (Quantum → `hero-canvas`)
62
+
63
+ | Scroll % | Phase | Parameters |
64
+ |-----------|--------------------------|-------------------------------------|
65
+ | 0-25% | Calm lattice, badges in | geo: 3, speed: 0.4, chaos: 0.05 |
66
+ | 25-55% | Geometry shift, energy builds | geo: 2→4, rot4dXW ramps, density↑ |
67
+ | 55-80% | Peak energy | hue sweeps 210→290, chaos↑, morph peaks |
68
+ | 80-100% | Dramatic 4D rotation burst | rot4dZW spike, dimension drops |
69
+
70
+ Content: Badge → title chars → subtitle → system label → scroll indicator
71
+
72
+ ---
73
+
74
+ ### 3. MORPH (900-2100vh pinned) — Rotating Single System
75
+
76
+ **GPU**: 1 context, swaps Q(stages 0-1) → H(stages 2-3) → F(stages 4-5)
77
+
78
+ 6 stages, each ~200vh:
79
+ - **Emergence**: Low density, slow, Quantum
80
+ - **Dimensional Shift**: rot4dXW ramps, Quantum
81
+ - **Three Voices**: Voice labels appear, Holographic
82
+ - **Convergence**: Card grows, density peaks, Holographic
83
+ - **Spectral Rupture**: Card near-fullscreen, max chaos/speed, Faceted
84
+ - **Resolution**: Card shrinks, calm, Faceted
85
+
86
+ Card morphs: circle → rounded rect → holds → grows → near-fullscreen → medium
87
+
88
+ ---
89
+
90
+ ### 4. PLAYGROUND (2100-2400vh) — User-Controlled
91
+
92
+ **GPU**: 1 context (user picks Q/H/F)
93
+ No choreography — user drives all params via sliders.
94
+
95
+ ---
96
+
97
+ ### 5. TRIPTYCH (2400-2600vh) — ★ THREE-SYSTEM SPLIT-SCREEN
98
+
99
+ **GPU**: 3 contexts (Quantum left, Holographic center, Faceted right)
100
+
101
+ This is the first multi-system moment. All 3 visualization engines running simultaneously.
102
+
103
+ | Scroll % | Phase | Coordination Event |
104
+ |-----------|------------------------------|-----------------------------------------|
105
+ | 0-15% | Columns slide in | Left dominates (40% width), right small (26%) |
106
+ | 15-30% | Systems differentiate | Triadic hue rotation, phase-locked 4D rotation at 120° offsets |
107
+ | 30-50% | ★ CONVERGENCE | Columns equalize, shared heartbeat peaks, hues pull toward unity |
108
+ | 50-70% | Call & response | Left chaos → center speed → right morph (chain reaction) |
109
+ | 70-85% | Right dominates | Split lines shift: right takes 40%, left shrinks to 26% |
110
+ | 85-100% | ★ CRYSTALLIZATION BRIDGE | All 3 systems: density↑↑, speed→0, chaos→0 (frozen moment) |
111
+
112
+ **Coordination signals** (all running simultaneously):
113
+ 1. **Shared heartbeat**: `sin(p * PI * 2)` — pulse all 3 systems breathe to
114
+ 2. **Energy conservation**: total intensity ≈ 2.0 distributed across 3 systems
115
+ 3. **Triadic hue**: base rotates, each system 120° apart, converges at midpoint
116
+ 4. **Phase-locked 4D**: rot4dXW at 0°, 120°, 240° — a coordinated 4D dance
117
+ 5. **Density cross-feed**: left ramps up, right ramps down, center bridges
118
+ 6. **Call & response**: left chaos → center speed → right morphFactor chain
119
+ 7. **Mouse X shifts split lines**: cursor position moves column boundaries ±6%
120
+
121
+ ---
122
+
123
+ ### 6. CASCADE (2600-3000vh pinned) — ★ DUAL GPU + Canvas2D Cards
124
+
125
+ **GPU**: 2 contexts (Quantum + Holographic as shared background)
126
+ **Canvas2D**: AmbientLattice for individual card faces only
127
+
128
+ **NEW**: Two real GPU systems render as a SPLIT-SCREEN BACKGROUND behind the scrolling cards. As the active card changes, the GPU backgrounds react — one mirrors the card's geometry, the other plays the complementary opposite. The card scroll position drives the split line between the two GPU backgrounds.
129
+
130
+ | Scroll % | Phase | GPU Background Behavior |
131
+ |-----------|-------------------------------|----------------------------------------|
132
+ | 0-10% | Cards enter with stagger | Q+H backgrounds fade in, split 50/50 |
133
+ | 10-30% | Card 0 active (Tetra, 190°) | Q mirrors: geo 0, hue 190. H opposes: geo 16, hue 10 |
134
+ | 30-50% | Card 1 active (HTorus, 300°) | Q: geo 11, hue 300. H: geo 5, hue 120 |
135
+ | 50-70% | Card 2 active (HTetra, 35°) | Q: geo 16, hue 35. H: geo 2, hue 215 |
136
+ | 70-90% | Card 3+ active | Split line tracks card position |
137
+ | 90-100% | Cards exit, GPUs crystallize | Both systems converge to same params |
138
+
139
+ **Card-GPU coordination**:
140
+ - Active card's AmbientLattice params echo into GPU backgrounds (dampened)
141
+ - GPU backgrounds' rotation drives CSS `--q-xw` for card tilt effects
142
+ - Split between Q and H follows mouse X position ±15% from center
143
+ - When cards cross the GPU split line: flash transition, hue swap
144
+
145
+ ---
146
+
147
+ ### 7. ENERGY (3000-3250vh pinned) — ★ TWO-SYSTEM ENERGY EXCHANGE
148
+
149
+ **GPU**: 2 contexts (Quantum background + Faceted card)
150
+
151
+ Two real GPU systems that actively EXCHANGE energy through the GSAP timeline.
152
+
153
+ | Scroll % | Phase | Multi-System Event |
154
+ |-----------|-------------------------------|-----------------------------------------|
155
+ | 0-15% | BG awakens, card enters | Q bg: low intensity. F card: rising from below |
156
+ | 15-30% | Card overshoot + settle | Q bg: responds to card motion — intensifies as card peaks |
157
+ | 30-50% | Hold — tilt interactive | Q bg + F card: counter-rotation. Card chaos → bg brightness |
158
+ | 50-60% | ★ ENERGY DRAIN | Card intensity drains TO background. Q bg: max intensity, hue shifts |
159
+ | 60-75% | ★ GEOMETRY MORPH | Card & bg swap geometries — card gets bg's geo, bg gets card's |
160
+ | 75-88% | ★ ENERGY RETURN | Background drains back TO card. Inverse of drain phase |
161
+ | 88-100% | Card spins out | Q bg fades, card exits with rotation |
162
+
163
+ **"Energy Transfer" button**: Triggers full drain→morph→return cycle as a GSAP timeline independent of scroll:
164
+ 1. Card: intensity 0.6→0.05, density 30→4, chaos spikes
165
+ 2. Background: intensity 0.2→0.8, density 16→55, hue shifts 90°
166
+ 3. Both: geometry swap, rot4dXW = PI
167
+ 4. Reverse: everything smoothly returns over 2.5s
168
+
169
+ ---
170
+
171
+ ### 8. AGENT (3250-3400vh) — Single GPU Background
172
+
173
+ **GPU**: 1 context (Holographic → `agent-canvas`)
174
+
175
+ **NEW**: Replace Canvas2D with Holographic GPU system. The 5-layer glassmorphic holographic system is perfect behind glassmorphic agent cards — visual language matches.
176
+
177
+ | Scroll % | Phase | GPU Behavior |
178
+ |-----------|------------------------------|----------------------------------------|
179
+ | 0-20% | Header reveals | H: low intensity, geo 3, slow |
180
+ | 20-60% | Agent cards stagger in | H: each card reveal triggers a density pulse |
181
+ | 60-80% | Code block reveals | H: hue shifts toward code-highlight colors |
182
+ | 80-100% | ★ CRESCENDO BUILD | H: speed↑↑, chaos↑↑, density↑↑, vignette closes |
183
+
184
+ **Speed crescendo** (pre-CTA dramatic tension):
185
+ - 60% → 80%: All params accelerate exponentially
186
+ - 80% → 88%: THE SILENCE — everything drops to zero, full black
187
+ - 88% → 100%: Gentle rebirth — minimal intensity, slow speed, setting up CTA
188
+
189
+ ---
190
+
191
+ ### 9. CTA (3400-3500vh) — ★ DUAL SYSTEM FINALE
192
+
193
+ **GPU**: 2 contexts (Quantum + Faceted as dueling finales)
194
+
195
+ **NEW**: The final section gets TWO real GPU systems that DUEL — split screen, opposing parameters, converging at the end to create a unified "come together" moment.
196
+
197
+ | Scroll % | Phase | Multi-System Event |
198
+ |-----------|-------------------------------|-----------------------------------------|
199
+ | 0-20% | Emerge from silence | Q left, F right — both at intensity 0.1, slowly rising |
200
+ | 20-40% | Systems differentiate | Q: cool hues, high density, slow. F: warm, low density, fast |
201
+ | 40-60% | ★ OPPOSITION | Q + F: opposing rotations, complementary hues, fighting |
202
+ | 60-80% | ★ CONVERGENCE | Systems pull toward matching params — hues merge, speed syncs |
203
+ | 80-100% | ★ UNITY | Both match: same hue, same rotation, same geometry — ONE SYSTEM |
204
+
205
+ **Split line**: Diagonal (not vertical) — rotates from 45° to 0° (horizontal) to vertical during scroll.
206
+
207
+ ---
208
+
209
+ ## CROSS-SECTION COORDINATION EVENTS
210
+
211
+ ### A. Triptych → Cascade Handoff (~2600vh)
212
+ 1. Triptych's 3 GPUs crystallize (density max, speed zero, frozen)
213
+ 2. Release 1 GPU (Faceted), keep Quantum + acquire Holographic for cascade BG
214
+ 3. Flash transition on divider SVG
215
+ 4. Cascade cards stagger-appear with chaos burst
216
+
217
+ ### B. Cascade → Energy Handoff (~3000vh)
218
+ 1. Cascade's dual BG systems converge to identical params
219
+ 2. Release Holographic, swap Quantum to energy-bg, acquire Faceted for energy card
220
+ 3. Energy card enters from below through cascade's frozen background
221
+
222
+ ### C. Energy → Agent Handoff (~3250vh)
223
+ 1. Energy's dual GPUs drain (card spins out, background fades)
224
+ 2. Release both, acquire 1 Holographic for agent background
225
+ 3. Agent section fades in over holographic backdrop
226
+
227
+ ### D. Agent → CTA Handoff (~3400vh)
228
+ 1. Agent Holographic accelerates in speed crescendo
229
+ 2. THE SILENCE — everything drops to black
230
+ 3. Release Holographic, acquire Quantum + Faceted for CTA finale
231
+ 4. Dual systems emerge from darkness
232
+
233
+ ---
234
+
235
+ ## GPU CONTEXT LIFECYCLE (Max 3 Concurrent)
236
+
237
+ ```
238
+ Section | Slot 1 | Slot 2 | Slot 3
239
+ ─────────── | ─────────────── | ─────────────── | ───────────────
240
+ Opening | Quantum | |
241
+ Hero | Quantum | |
242
+ Morph | Q/H/F rotating | |
243
+ Playground | Q/H/F user | |
244
+ Triptych | Quantum | Holographic | Faceted
245
+ Cascade | Quantum | Holographic |
246
+ Energy | Quantum | Faceted |
247
+ Agent | Holographic | |
248
+ CTA | Quantum | Faceted |
249
+ ```
250
+
251
+ Peak usage: Triptych at 3/3. All other multi-system sections use 2/3.
252
+
253
+ ---
254
+
255
+ ## MOUSE/TOUCH REACTIVITY (Global)
256
+
257
+ Every visible GPU system responds to mouse position:
258
+ - **Triptych**: Mouse X shifts clip-path split lines (columns fight for space)
259
+ - **Cascade**: Mouse X shifts GPU background split line
260
+ - **Energy**: Mouse drives card tilt + background counter-rotation
261
+ - **CTA**: Mouse shifts diagonal split line angle
262
+ - **All sections**: Mouse Y drives subtle intensity modulation on visible GPU systems
263
+
264
+ ---
265
+
266
+ ## CANVAS2D (AmbientLattice) — MINIMAL USAGE
267
+
268
+ AmbientLattice ONLY used for:
269
+ 1. **Cascade card faces** (4-6 small cards — GPU contexts would be wasted on small canvases)
270
+
271
+ NOT used for: energy background, agent background, CTA background (all now GPU)
@@ -0,0 +1,102 @@
1
+ Last reviewed: 2026-02-17
2
+
3
+ # VIB3+ Landing Page Refactor Plan
4
+
5
+ **Date:** 2026-02-13
6
+ **Status:** Phase 1 Complete (CSS extraction + redirect)
7
+
8
+ ---
9
+
10
+ ## Problem Statement
11
+
12
+ The root `index.html` served by GitHub Pages was a bare SDK controls demo (sliders + canvas), not a landing page. The actual landing page at `site/index.html` existed but was:
13
+ - **1,978 lines monolithic** — 1,318 lines of inline `<style>` + 660 lines of HTML
14
+ - Not the default page visitors see
15
+ - Hero section only mentioned "Three Systems / 24 Geometries / 6D Rotation" — ignored the C++ WASM core, WebGPU backend, TypeScript definitions, MCP server
16
+
17
+ ---
18
+
19
+ ## What Was Done (Phase 1)
20
+
21
+ ### 1. CSS Extraction: `site/index.html` (1978 → 659 lines)
22
+
23
+ **Before:**
24
+ ```
25
+ site/index.html 1978 lines (1318 CSS + 660 HTML)
26
+ site/styles/overlay-accents.css 243 lines
27
+ site/styles/reveal-layers.css 401 lines
28
+ ```
29
+
30
+ **After:**
31
+ ```
32
+ site/index.html 659 lines (pure HTML + semantic structure)
33
+ site/styles/main.css 1318 lines (extracted from inline <style>)
34
+ site/styles/overlay-accents.css 243 lines (unchanged)
35
+ site/styles/reveal-layers.css 401 lines (unchanged)
36
+ ```
37
+
38
+ All 1,318 lines of inline CSS moved to `site/styles/main.css`. The HTML now links:
39
+ ```html
40
+ <link rel="stylesheet" href="./styles/main.css">
41
+ <link rel="stylesheet" href="./styles/overlay-accents.css">
42
+ <link rel="stylesheet" href="./styles/reveal-layers.css">
43
+ ```
44
+
45
+ ### 2. Root Redirect
46
+
47
+ **Before:** Root `index.html` was the raw SDK controls demo.
48
+ **After:** Root `index.html` is a meta-refresh redirect to `site/index.html`.
49
+
50
+ The raw demo moved to `demo/index.html` (import paths adjusted from `./src/` to `../src/`).
51
+
52
+ ### 3. Content Updates
53
+
54
+ | Location | Before | After |
55
+ |----------|--------|-------|
56
+ | Hero badge | `v2.0.1 — Three Systems · 24 Geometries · 6D Rotation` | `v2.0.3 — C++ WASM Core · WebGPU + WebGL · TypeScript` |
57
+ | Hero subtitle | "The fourth dimension, rendered..." | "4D visualization SDK with a C++ Clifford algebra core compiled to WASM..." |
58
+ | Hero system label | `Quantum Lattice Engine` | `C++ WASM · WebGPU · WebGL · MCP Agentic Control` |
59
+ | Opening subtitle | `4D Visualization Engine` | `C++ WASM · WebGPU · WebGL · TypeScript · MCP` |
60
+ | Triptych heading | `Three Systems. One Heartbeat.` | `Three Systems. One C++ Core.` |
61
+ | Triptych stats | 24 Geometries / 6D Rotation / 3 Systems | C++ WASM Core / 24 Geometries / 6D Rotation / 19 MCP Tools |
62
+ | CTA description | "WebGPU primary, WebGL fallback, C++ WASM math core" | Full architecture mention (Cl(4,0), dual backend, TS, MCP, framework integrations) |
63
+ | CTA install | `npm install` | `pnpm add` |
64
+ | Agent section | "Drop VIB3+ into any AI agent workflow" | "19-tool MCP server with JSON-RPC 2.0..." |
65
+
66
+ ---
67
+
68
+ ## File Structure After Refactor
69
+
70
+ ```
71
+ / Root
72
+ ├── index.html Redirect → site/index.html
73
+ ├── demo/
74
+ │ └── index.html SDK controls demo (moved from root)
75
+ ├── site/
76
+ │ ├── index.html Landing page (659 lines, HTML only)
77
+ │ ├── styles/
78
+ │ │ ├── main.css Core landing page styles (1318 lines)
79
+ │ │ ├── overlay-accents.css Overlay accent effects (243 lines)
80
+ │ │ └── reveal-layers.css Reveal layer choreography (401 lines)
81
+ │ └── js/
82
+ │ ├── main.js Boot script + GPU pool orchestrator (466 lines)
83
+ │ ├── config.js Section parameter presets (107 lines)
84
+ │ ├── adapters.js SDK system adapters (Quantum/Holographic/Faceted + AmbientLattice) (582 lines)
85
+ │ ├── choreography.js GSAP scroll choreography (~1000+ lines)
86
+ │ ├── ContextPool.js WebGL context budget manager
87
+ │ ├── CardTiltSystem.js Mouse/touch → CSS 3D tilt + visualizer param mapping
88
+ │ ├── overlay-choreography.js Overlay layer scroll choreography
89
+ │ └── reveal-choreography.js Reveal layer scroll choreography
90
+ ├── docs/ Gallery + exports + test hub
91
+ └── src/ SDK source (unchanged)
92
+ ```
93
+
94
+ ---
95
+
96
+ ## Phase 2 (Future)
97
+
98
+ Potential further cleanup:
99
+ - Extract remaining inline styles from `site/styles/main.css` into semantic sub-files (e.g., `hero.css`, `morph.css`, `playground.css`, `cascade.css`, etc.)
100
+ - Consider a build step (even simple CSS concat) to reduce HTTP requests
101
+ - Add proper `<nav>` component with links to Demo, Gallery, GitHub, npm
102
+ - Add architecture diagram section showing the full stack (C++ → WASM → JS/TS → WebGPU/WebGL → Canvas)
package/DOCS/STATUS.md ADDED
@@ -0,0 +1,26 @@
1
+ Last reviewed: 2026-02-17
2
+
3
+ # VIB3+ SDK Status
4
+
5
+ This file is the single source of truth for high-level release status.
6
+
7
+ ## Release metadata
8
+
9
+ | Field | Status |
10
+ |---|---|
11
+ | Current package version | `2.0.3` (from `package.json`) |
12
+ | Release date | Unreleased in repository changelog (pending release entry for `2.0.3`) |
13
+ | Supported platforms | Web browsers, Node.js CLI/MCP workflows, WASM runtime, Flutter integration, and framework wrappers (React/Vue/Svelte) |
14
+
15
+ ## Test status
16
+
17
+ Test status is CI-linked (not hardcoded):
18
+
19
+ - Follow the baseline test/CI workflow in [`DOCS/CI_TESTING.md`](./CI_TESTING.md).
20
+ - Check your repository CI provider (GitHub Actions or equivalent pipeline) for live pass/fail state.
21
+
22
+ ## Update policy
23
+
24
+ - Update this file whenever `package.json` version changes.
25
+ - Keep test status summary link-based (CI), not hardcoded with static pass-count numbers.
26
+ - If the version is unreleased, explicitly mark it as unreleased until changelog/release publication is completed.
@@ -1,9 +1,13 @@
1
+ Last reviewed: 2026-02-17
2
+
1
3
  # VIB3+ SDK System Inventory
2
4
 
3
- **Document Version:** 2.0.0
4
- **Last Updated:** 2026-01-30
5
+ **Document Version:** See `DOCS/STATUS.md`
6
+ **Last Updated:** See `DOCS/STATUS.md`
5
7
  **Purpose:** Complete technical inventory for developers and AI agents
6
8
 
9
+ > For canonical release metadata (version/date/platforms/test status), use [`DOCS/STATUS.md`](./STATUS.md) as the single source of release status.
10
+
7
11
  ---
8
12
 
9
13
  ## Executive Summary
@@ -22,20 +26,20 @@ The SDK provides 3 active visualization systems with shared 6D rotation mathemat
22
26
 
23
27
  | Metric | Value |
24
28
  |--------|-------|
25
- | **SDK Version** | 2.0.0 |
29
+ | **SDK Version** | See `DOCS/STATUS.md` |
26
30
  | **Visualization Systems** | 3 active (Quantum, Faceted, Holographic) + 1 archived (Polychora - TBD) |
27
31
  | **Rotation Planes** | 6 (XY, XZ, YZ for 3D; XW, YW, ZW for 4D) |
28
32
  | **Base Geometries** | 8 per system |
29
33
  | **Core Warp Types** | 3 (Base, Hypersphere, Hypertetrahedron) |
30
34
  | **Total Geometries** | 24 per system (8 base × 3 cores) |
31
35
  | **Canvas Layers** | 5 per system (background, shadow, content, highlight, accent) |
32
- | **MCP Tools** | 12 agent-accessible tools |
36
+ | **MCP Tools** | 36 agent-accessible tools (14 core + 4 Phase 6.5 + 7 Phase 7 + 5 Phase 7.1 + 5 Phase 8 + 1 reactivity) |
33
37
  | **Spatial Input Sources** | 8 (deviceTilt, mouse, gyroscope, gamepad, perspective, programmatic, audio, MIDI) |
34
38
  | **Spatial Profiles** | 6 built-in (cardTilt, wearablePerspective, gameAsset, vjAudioSpatial, uiElement, immersiveXR) |
35
39
  | **Creative Effects** | 14 post-processing effects, 22 color presets, 14 easing functions |
36
40
  | **Platform Integrations** | 7 (React, Vue, Svelte, Figma, Three.js, TouchDesigner, OBS) |
37
41
  | **Advanced Modules** | 5 (WebXR, WebGPU Compute, MIDI, AI Presets, OffscreenWorker) |
38
- | **Test Coverage** | 694+ tests passing |
42
+ | **Test Coverage** | CI-tracked status (see `DOCS/STATUS.md`) |
39
43
 
40
44
  ---
41
45
 
@@ -123,17 +127,17 @@ The SDK provides 3 active visualization systems with shared 6D rotation mathemat
123
127
  |----------|-------|
124
128
  | Canvas IDs | `background-canvas`, `shadow-canvas`, `content-canvas`, `highlight-canvas`, `accent-canvas` |
125
129
  | Geometries | 24 (8 base × 3 cores) |
126
- | Audio Reactive | Yes (bass/mid/high uniforms — wired in v2.0.0) |
127
- | Color Control | Full HSL (hue + saturation via `hsl2rgb()` — wired in v2.0.0) |
130
+ | Audio Reactive | Yes (bass/mid/high uniforms — wired in current release series |
131
+ | Color Control | Full HSL (hue + saturation via `hsl2rgb()` — wired in current release series |
128
132
  | Physics | No |
129
133
 
130
134
  **Core Features:**
131
135
  - Single WebGL context on `content-canvas`
132
136
  - Geometry functions in fragment shader
133
137
  - Core warp applied via `applyCoreWarp()` shader function
134
- - Full `hsl2rgb()` color pipeline with saturation control (v2.0.0)
135
- - Audio-reactive density/morph/hue shift (v2.0.0)
136
- - Click intensity boost (v2.0.0)
138
+ - Full `hsl2rgb()` color pipeline with saturation control (current release series)
139
+ - Audio-reactive density/morph/hue shift (current release series)
140
+ - Click intensity boost (current release series)
137
141
 
138
142
  ### 3. Holographic System
139
143
  **File:** `src/holograms/RealHolographicSystem.js` (652 LOC)
@@ -243,7 +247,7 @@ All rotation parameters: `-6.28` to `6.28` (radians, ±2π)
243
247
 
244
248
  ## MCP Server & Agent Tools
245
249
 
246
- ### Available Tools (12 total)
250
+ ### Available Tools (36 total — see CLAUDE.md for full breakdown by phase)
247
251
 
248
252
  | Tool | Description | Key Parameters |
249
253
  |------|-------------|----------------|
@@ -341,10 +345,10 @@ class ResourceManagerContract {
341
345
  │ ├── agent/ # MCP/CLI/Telemetry
342
346
  │ ├── export/ # Export generators
343
347
  │ ├── wasm/ # WASM loader
344
- │ ├── reactivity/ # Reactivity + SpatialInputSystem (v2.0.0)
345
- │ ├── creative/ # Creative tooling (v2.0.0)
346
- │ ├── integrations/ # Platform integrations (v2.0.0)
347
- │ └── advanced/ # Advanced features (v2.0.0)
348
+ │ ├── reactivity/ # Reactivity + SpatialInputSystem (current release series)
349
+ │ ├── creative/ # Creative tooling (current release series)
350
+ │ ├── integrations/ # Platform integrations (current release series)
351
+ │ └── advanced/ # Advanced features (current release series)
348
352
  ├── tools/ # Tooling (+ shader-sync-verify.js)
349
353
  ├── cpp/ # C++ math core (1,783 LOC)
350
354
  ├── js/ # Client-side integration
@@ -394,14 +398,14 @@ Expected: `change_geometry`
394
398
 
395
399
  ## Current Development Status
396
400
 
397
- ### Phase Status (as of v2.0.0, 2026-01-30)
401
+ ### Phase Status (historical baseline; current release status lives in `DOCS/STATUS.md`)
398
402
  | Phase | Status | Notes |
399
403
  |-------|--------|-------|
400
404
  | Phase 1: Foundation | ✅ Complete | Math, geometry, parameters |
401
405
  | Phase 2: Rendering | ✅ Mostly Complete | Contracts exist, adapters implemented |
402
406
  | Phase 3: Agentic | ✅ Complete | MCP, CLI, Telemetry working |
403
407
  | Phase 4: WebGPU | 🔄 In Progress | Scaffold exists, needs shader pipeline |
404
- | Phase 5: Hardening | ✅ Complete | 694 tests passing, XSS prevention, input validation |
408
+ | Phase 5: Hardening | ✅ Complete | Security/input hardening completed; see `DOCS/STATUS.md` + CI for current test state |
405
409
  | **Phase A: Parity & Polish** | **✅ Complete** | Quantum color, Faceted saturation/audio, clickIntensity fix, shader sync tool |
406
410
  | **Phase B: Creative Tooling** | **✅ Complete** | Color presets, transitions, post-processing, timeline |
407
411
  | **Phase C: Platform Integrations** | **✅ Complete** | React, Vue, Svelte, Figma, Three.js, TouchDesigner, OBS |
@@ -417,7 +421,7 @@ Expected: `change_geometry`
417
421
  ### Remaining Gaps
418
422
  1. WebGPU backend needs full shader pipeline
419
423
  2. Some systems don't fully implement RendererContract
420
- 3. New v2.0.0 modules need test coverage
424
+ 3. New current release-series modules need test coverage
421
425
 
422
426
  ---
423
427
 
@@ -429,18 +433,18 @@ Expected: `change_geometry`
429
433
  | WASM | ✅ Working | cpp/ → Emscripten → vib3.wasm |
430
434
  | Flutter | 🔄 Scaffold | src/platforms/flutter/ |
431
435
  | Node.js CLI | ✅ Working | src/agent/cli/ |
432
- | React | ✅ Component (v2.0.0) | src/integrations/frameworks/Vib3React.js |
433
- | Vue 3 | ✅ Component (v2.0.0) | src/integrations/frameworks/Vib3Vue.js |
434
- | Svelte | ✅ Component (v2.0.0) | src/integrations/frameworks/Vib3Svelte.js |
435
- | Three.js | ✅ ShaderMaterial (v2.0.0) | src/integrations/ThreeJsPackage.js |
436
- | Figma | ✅ Plugin (v2.0.0) | src/integrations/FigmaPlugin.js |
437
- | TouchDesigner | ✅ GLSL Export (v2.0.0) | src/integrations/TouchDesignerExport.js |
438
- | OBS Studio | ✅ Browser Source (v2.0.0) | src/integrations/OBSMode.js |
439
- | WebXR (VR/AR) | ✅ Renderer (v2.0.0) | src/advanced/WebXRRenderer.js |
436
+ | React | ✅ Component (current release series) | src/integrations/frameworks/Vib3React.js |
437
+ | Vue 3 | ✅ Component (current release series) | src/integrations/frameworks/Vib3Vue.js |
438
+ | Svelte | ✅ Component (current release series) | src/integrations/frameworks/Vib3Svelte.js |
439
+ | Three.js | ✅ ShaderMaterial (current release series) | src/integrations/ThreeJsPackage.js |
440
+ | Figma | ✅ Plugin (current release series) | src/integrations/FigmaPlugin.js |
441
+ | TouchDesigner | ✅ GLSL Export (current release series) | src/integrations/TouchDesignerExport.js |
442
+ | OBS Studio | ✅ Browser Source (current release series) | src/integrations/OBSMode.js |
443
+ | WebXR (VR/AR) | ✅ Renderer (current release series) | src/advanced/WebXRRenderer.js |
440
444
 
441
445
  ---
442
446
 
443
- ## v2.0.0 New Systems
447
+ ## New Systems (current release series)
444
448
 
445
449
  ### SpatialInputSystem (`src/reactivity/SpatialInputSystem.js` — 1,783 lines)
446
450
  Universal spatial input that decouples "card tilting" from physical device orientation. Any input source maps through a normalized spatial state (pitch/yaw/roll/x/y/z/intensity/velocity) to any visualization parameter.
@@ -487,10 +491,10 @@ Verifies inline shaders match external shader files. Parses GLSL uniforms and WG
487
491
  ## Next Steps for Development
488
492
 
489
493
  ### Immediate Priorities
490
- 1. Add test coverage for v2.0.0 modules (creative, integrations, advanced, SpatialInput)
494
+ 1. Add test coverage for current release-series modules (creative, integrations, advanced, SpatialInput)
491
495
  2. Complete WebGPU shader pipeline
492
496
  3. Production-harden platform integration wrappers
493
- 4. Publish @vib3code/sdk v2.0.0 to NPM
497
+ 4. Publish current package version (see `DOCS/STATUS.md`) to NPM
494
498
 
495
499
  ### Consolidation Tasks
496
500
  - [ ] Audit RendererContract compliance for all 3 active systems
@@ -505,16 +509,17 @@ Verifies inline shaders match external shader files. Parses GLSL uniforms and WG
505
509
 
506
510
  | Document | Purpose |
507
511
  |----------|---------|
508
- | `CLAUDE.md` | Development instructions (v2.0.0 updated) |
512
+ | `CLAUDE.md` | Development instructions |
509
513
  | `DEV_TRACK.md` | Session-by-session progress |
510
514
  | `DOCS/CLI_ONBOARDING.md` | Agent CLI setup |
511
515
  | `DOCS/CONTROL_REFERENCE.md` | UI control parameters |
512
516
  | `DOCS/RENDERER_LIFECYCLE.md` | Renderer architecture |
513
517
  | `DOCS/GPU_DISPOSAL_GUIDE.md` | Memory management |
514
- | `DOCS/SYSTEM_AUDIT_2026-01-30.md` | Full system audit (v2.0.0 updated) |
518
+ | `DOCS/SYSTEM_AUDIT_2026-01-30.md` | Full system audit |
519
+ | `DOCS/archive/SYSTEM_AUDIT_2026-01-30.md` | Full system audit (v2.0.0 updated, archived) |
515
520
  | `24-GEOMETRY-6D-ROTATION-SUMMARY.md` | Geometry encoding |
516
521
 
517
522
  ---
518
523
 
519
524
  *This document is the canonical system inventory. Update after significant changes.*
520
- *Last major update: v2.0.0 — 2026-01-30*
525
+ *Last major inventory update: 2026-01-30. For current release metadata, see `DOCS/STATUS.md`.*
@@ -1,3 +1,5 @@
1
+ Last reviewed: 2026-02-17
2
+
1
3
  # Telemetry export manifests
2
4
 
3
5
  The telemetry export pipeline standardizes manifest payloads for downstream automation, QA, and observability. Each manifest is designed to be cache-friendly with deterministic hashes so CI can diff outputs without ambiguity.