@vib3code/sdk 2.0.3-canary.91a95f3 → 2.0.3-canary.98b84da

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Files changed (138) hide show
  1. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +2 -0
  2. package/DOCS/ANDROID_DEPLOYMENT.md +59 -0
  3. package/DOCS/ARCHITECTURE.md +1 -0
  4. package/DOCS/CI_TESTING.md +2 -0
  5. package/DOCS/CLI_ONBOARDING.md +2 -0
  6. package/DOCS/CONTROL_REFERENCE.md +2 -0
  7. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +2 -0
  8. package/DOCS/ENV_SETUP.md +2 -0
  9. package/DOCS/EPIC_SCROLL_EVENTS.md +2 -0
  10. package/DOCS/EXPANSION_DESIGN.md +979 -0
  11. package/DOCS/EXPANSION_DESIGN_ULTRA.md +389 -0
  12. package/DOCS/EXPORT_FORMATS.md +2 -0
  13. package/DOCS/GPU_DISPOSAL_GUIDE.md +2 -0
  14. package/DOCS/HANDOFF_LANDING_PAGE.md +2 -0
  15. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +2 -0
  16. package/DOCS/LICENSING_TIERS.md +2 -0
  17. package/DOCS/MASTER_PLAN_2026-01-31.md +4 -2
  18. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +3 -1
  19. package/DOCS/OBS_SETUP_GUIDE.md +2 -0
  20. package/DOCS/OPTIMIZATION_PLAN_MATH.md +119 -0
  21. package/DOCS/PRODUCT_STRATEGY.md +2 -0
  22. package/DOCS/PROJECT_SETUP.md +2 -0
  23. package/DOCS/README.md +5 -3
  24. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +2 -0
  25. package/DOCS/RENDERER_LIFECYCLE.md +2 -0
  26. package/DOCS/REPO_MANIFEST.md +2 -0
  27. package/DOCS/ROADMAP.md +2 -0
  28. package/DOCS/SCROLL_TIMELINE_v3.md +2 -0
  29. package/DOCS/SITE_REFACTOR_PLAN.md +2 -0
  30. package/DOCS/STATUS.md +2 -0
  31. package/DOCS/SYSTEM_INVENTORY.md +4 -2
  32. package/DOCS/TELEMETRY_EXPORTS.md +2 -0
  33. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +2 -0
  34. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +2 -0
  35. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +2 -0
  36. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +2 -0
  37. package/DOCS/WEBGPU_STATUS.md +121 -38
  38. package/DOCS/XR_BENCHMARKS.md +2 -0
  39. package/DOCS/archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md +1 -34
  40. package/DOCS/archive/DEV_TRACK_ANALYSIS.md +1 -80
  41. package/DOCS/archive/DEV_TRACK_PLAN_2026-01-07.md +1 -42
  42. package/DOCS/archive/SESSION_014_PLAN.md +1 -195
  43. package/DOCS/archive/SESSION_LOG_2026-01-07.md +1 -56
  44. package/DOCS/archive/STRATEGIC_BLUEPRINT_2026-01-07.md +1 -72
  45. package/DOCS/archive/SYSTEM_AUDIT_2026-01-30.md +1 -741
  46. package/DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md +1 -0
  47. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-01-31.md +2 -0
  48. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +2 -0
  49. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +15 -0
  50. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +144 -0
  51. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-16.md +110 -0
  52. package/DOCS/dev-tracks/PERF_UPGRADE_2026-02-16.md +310 -0
  53. package/DOCS/dev-tracks/README.md +2 -0
  54. package/docs/webgpu-live.html +1 -1
  55. package/package.json +11 -4
  56. package/src/agent/index.js +1 -3
  57. package/src/agent/mcp/MCPServer.js +542 -188
  58. package/src/agent/mcp/index.js +1 -1
  59. package/src/agent/mcp/tools.js +132 -32
  60. package/src/cli/index.js +431 -47
  61. package/src/core/VIB3Engine.js +55 -3
  62. package/src/core/index.js +18 -0
  63. package/src/core/renderers/FacetedRendererAdapter.js +10 -9
  64. package/src/core/renderers/HolographicRendererAdapter.js +11 -7
  65. package/src/core/renderers/QuantumRendererAdapter.js +11 -7
  66. package/src/creative/index.js +11 -0
  67. package/src/experimental/GameLoop.js +72 -0
  68. package/src/experimental/LatticePhysics.js +100 -0
  69. package/src/experimental/LiveDirector.js +143 -0
  70. package/src/experimental/PlayerController4D.js +154 -0
  71. package/src/experimental/VIB3Actor.js +138 -0
  72. package/src/experimental/VIB3Compositor.js +117 -0
  73. package/src/experimental/VIB3Link.js +122 -0
  74. package/src/experimental/VIB3Orchestrator.js +146 -0
  75. package/src/experimental/VIB3Universe.js +109 -0
  76. package/src/experimental/demos/CrystalLabyrinth.js +202 -0
  77. package/src/export/SVGExporter.js +9 -5
  78. package/src/export/index.js +11 -1
  79. package/src/faceted/FacetedSystem.js +27 -10
  80. package/src/games/glyph-war/GlyphWarVisualizer.js +641 -0
  81. package/src/geometry/generators/Crystal.js +2 -2
  82. package/src/geometry/warp/HypersphereCore.js +53 -24
  83. package/src/holograms/HolographicVisualizer.js +58 -89
  84. package/src/holograms/RealHolographicSystem.js +126 -31
  85. package/src/math/Mat4x4.js +372 -140
  86. package/src/math/Projection.js +39 -4
  87. package/src/math/Rotor4D.js +157 -67
  88. package/src/math/Vec4.js +265 -111
  89. package/src/math/index.js +7 -7
  90. package/src/quantum/QuantumVisualizer.js +24 -20
  91. package/src/reactivity/index.js +3 -5
  92. package/src/render/LayerPresetManager.js +372 -0
  93. package/src/render/LayerReactivityBridge.js +344 -0
  94. package/src/render/LayerRelationshipGraph.js +610 -0
  95. package/src/render/MultiCanvasBridge.js +148 -25
  96. package/src/render/ShaderLoader.js +38 -0
  97. package/src/render/ShaderProgram.js +4 -4
  98. package/src/render/UnifiedRenderBridge.js +1 -1
  99. package/src/render/backends/WebGPUBackend.js +8 -4
  100. package/src/render/index.js +27 -2
  101. package/src/scene/Node4D.js +74 -24
  102. package/src/scene/index.js +4 -4
  103. package/src/shaders/common/geometry24.glsl +65 -0
  104. package/src/shaders/common/geometry24.wgsl +54 -0
  105. package/src/shaders/common/rotation4d.glsl +4 -4
  106. package/src/shaders/common/rotation4d.wgsl +2 -2
  107. package/src/shaders/common/uniforms.wgsl +15 -8
  108. package/src/shaders/faceted/faceted.frag.wgsl +19 -6
  109. package/src/shaders/holographic/holographic.frag.wgsl +7 -5
  110. package/src/shaders/quantum/quantum.frag.wgsl +7 -5
  111. package/src/testing/ParallelTestFramework.js +2 -2
  112. package/src/testing/ProjectionClass.test.js +38 -0
  113. package/src/ui/adaptive/renderers/webgpu/WebGPURenderer.ts +2 -2
  114. package/src/viewer/GalleryUI.js +17 -0
  115. package/src/viewer/ViewerPortal.js +2 -2
  116. package/tools/shader-sync-verify.js +6 -4
  117. package/tools/update_projection.py +109 -0
  118. package/types/adaptive-sdk.d.ts +204 -5
  119. package/types/agent/cli.d.ts +78 -0
  120. package/types/agent/index.d.ts +18 -0
  121. package/types/agent/mcp.d.ts +87 -0
  122. package/types/agent/telemetry.d.ts +190 -0
  123. package/types/core/VIB3Engine.d.ts +26 -0
  124. package/types/core/index.d.ts +261 -0
  125. package/types/creative/AestheticMapper.d.ts +72 -0
  126. package/types/creative/ChoreographyPlayer.d.ts +96 -0
  127. package/types/creative/index.d.ts +17 -0
  128. package/types/export/index.d.ts +243 -0
  129. package/types/geometry/index.d.ts +164 -0
  130. package/types/math/index.d.ts +214 -0
  131. package/types/render/LayerPresetManager.d.ts +78 -0
  132. package/types/render/LayerReactivityBridge.d.ts +85 -0
  133. package/types/render/LayerRelationshipGraph.d.ts +174 -0
  134. package/types/render/index.d.ts +3 -0
  135. package/types/scene/index.d.ts +204 -0
  136. package/types/systems/index.d.ts +244 -0
  137. package/types/variations/index.d.ts +62 -0
  138. package/types/viewer/index.d.ts +225 -0
package/DOCS/STATUS.md CHANGED
@@ -1,3 +1,5 @@
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+ Last reviewed: 2026-02-17
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+
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  # VIB3+ SDK Status
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  This file is the single source of truth for high-level release status.
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+ Last reviewed: 2026-02-17
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+
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  # VIB3+ SDK System Inventory
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  **Document Version:** See `DOCS/STATUS.md`
@@ -31,7 +33,7 @@ The SDK provides 3 active visualization systems with shared 6D rotation mathemat
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  | **Core Warp Types** | 3 (Base, Hypersphere, Hypertetrahedron) |
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  | **Total Geometries** | 24 per system (8 base × 3 cores) |
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  | **Canvas Layers** | 5 per system (background, shadow, content, highlight, accent) |
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- | **MCP Tools** | 12 agent-accessible tools |
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+ | **MCP Tools** | 36 agent-accessible tools (14 core + 4 Phase 6.5 + 7 Phase 7 + 5 Phase 7.1 + 5 Phase 8 + 1 reactivity) |
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  | **Spatial Input Sources** | 8 (deviceTilt, mouse, gyroscope, gamepad, perspective, programmatic, audio, MIDI) |
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  | **Spatial Profiles** | 6 built-in (cardTilt, wearablePerspective, gameAsset, vjAudioSpatial, uiElement, immersiveXR) |
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  | **Creative Effects** | 14 post-processing effects, 22 color presets, 14 easing functions |
@@ -245,7 +247,7 @@ All rotation parameters: `-6.28` to `6.28` (radians, ±2π)
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  ## MCP Server & Agent Tools
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- ### Available Tools (12 total)
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+ ### Available Tools (36 total — see CLAUDE.md for full breakdown by phase)
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  | Tool | Description | Key Parameters |
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  |------|-------------|----------------|
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+ Last reviewed: 2026-02-17
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+
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  # Telemetry export manifests
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  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.
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+ Last reviewed: 2026-02-17
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+
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  # Visual Analysis: clickerss.com
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  **Captured: 2026-02-10 via Playwright with wheel-based scrolling**
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+ Last reviewed: 2026-02-17
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  # Visual Analysis: facetad.com
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  **Captured: 2026-02-10 via Playwright with wheel-based scrolling**
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+ Last reviewed: 2026-02-17
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  # Visual Analysis: weare-simone.webflow.io
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  **Captured: 2026-02-10 via Playwright with wheel-based scrolling**
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+ Last reviewed: 2026-02-17
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  # Visual Analysis: tableside.com.au
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  **Captured: 2026-02-10 via Playwright with wheel-based scrolling**
@@ -1,38 +1,121 @@
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- # WebGPU status and testing requirements
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-
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- This document records the current WebGPU backend state, what is implemented, and what is required
4
- to validate it in local development or CI.
5
-
6
- ## Current status
7
- - **Backend scaffold:** `WebGPUBackend` initializes adapter/device, configures the canvas, manages
8
- resize, and supports a clear-pass `renderFrame()` path.
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- - **Async context creation:** `createRenderContextAsync()` can instantiate WebGPU contexts using
10
- `{ backend: 'webgpu' }`.
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- - **Resource tracking:** depth textures are registered in the shared `RenderResourceRegistry`.
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-
13
- ## What is still needed
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- 1. **Pipeline parity:** implement basic shader pipelines (vertex/fragment) and buffer binding that
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- match the WebGL backend command flow.
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- 2. **Command buffer bridge:** map existing render commands to WebGPU render passes.
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- 3. **Feature gating:** add host-app controls to toggle WebGPU via feature flags.
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- 4. **Diagnostics:** add per-frame stats and resource delta reporting for WebGPU.
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-
20
- ## Testing requirements
21
- ### Local smoke test
22
- Prerequisites:
23
- - A browser with WebGPU enabled (Chrome/Edge with `chrome://flags/#enable-unsafe-webgpu`, or a
24
- Chromium build with WebGPU support).
25
- - A device with WebGPU-capable GPU drivers.
26
-
27
- Suggested smoke flow:
28
- 1. Create a canvas and call `createRenderContextAsync(canvas, { backend: 'webgpu' })`.
29
- 2. Call `backend.renderFrame({ clearColor: [0.1, 0.1, 0.2, 1] })` and confirm the canvas clears.
30
- 3. Resize the canvas and ensure the clear pass still succeeds.
31
-
32
- ### CI validation
33
- - WebGPU cannot be reliably validated in headless CI without GPU support.
34
- - CI should instead run WebGL tests and lint/static checks; keep a manual WebGPU smoke checklist.
35
-
36
- ## File locations
37
- - `src/render/backends/WebGPUBackend.js`
38
- - `src/render/index.js` (`createRenderContextAsync`)
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+ Last reviewed: 2026-02-17
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+
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+ # WebGPU Backend Status
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+
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+ **Last updated**: 2026-02-15
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+
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+ > Previous version archived at `DOCS/archive/WEBGPU_STATUS_2026-02-15_STALE.md`.
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+
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+ ## Current State: Functional but Not Validated End-to-End
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+
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+ The WebGPU backend is **architecturally complete** real device init, shader compilation, pipeline creation, uniform buffers, render passes. It is not a stub. However, no end-to-end browser validation has confirmed correct pixel output through the WebGPU path.
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+
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+ ## What Is Implemented
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+
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+ | Component | Status | File |
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+ |-----------|--------|------|
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+ | Device/adapter/context init | Done | `src/render/backends/WebGPUBackend.js` (1410 lines) |
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+ | Canvas configuration + resize | Done | WebGPUBackend.js |
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+ | WGSL shader module compilation | Done | WebGPUBackend.js `compileShader()` |
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+ | Fullscreen quad pipeline | Done | WebGPUBackend.js `createFullscreenPipeline()` |
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+ | Custom geometry pipeline | Done | WebGPUBackend.js `createPipeline()` |
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+ | Uniform buffer management | Done | WebGPUBackend.js `createCustomUniformBuffer()` / `updateCustomUniforms()` |
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+ | Fullscreen quad rendering | Done | WebGPUBackend.js `renderFullscreenQuad()` |
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+ | Geometry rendering | Done | WebGPUBackend.js `renderGeometry()` / `renderWithPipeline()` |
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+ | Manual render pass control | Done | WebGPUBackend.js `beginRenderPass()` / `endRenderPass()` |
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+ | Vertex/index buffer creation | Done | WebGPUBackend.js |
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+ | Texture + sampler creation | Done | WebGPUBackend.js |
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+ | Resource cleanup | Done | WebGPUBackend.js `dispose()` |
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+ | WebGL/WebGPU bridge abstraction | Done | `src/render/UnifiedRenderBridge.js` |
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+ | Uniform packing (JS GPU) | Done | `packVIB3Uniforms()` in UnifiedRenderBridge.js |
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+ | FacetedSystem WebGPU path | Done | `src/faceted/FacetedSystem.js` `initWithBridge()` |
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+
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+ ## WGSL Shader Files
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+
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+ All seven WGSL files are real, substantive shaders (not stubs):
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+
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+ | File | Lines | Content |
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+ |------|-------|---------|
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+ | `src/shaders/common/fullscreen.vert.wgsl` | 18 | Fullscreen triangle vertex shader |
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+ | `src/shaders/common/uniforms.wgsl` | 49 | Canonical VIB3Uniforms struct definition |
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+ | `src/shaders/common/rotation4d.wgsl` | 87 | All six 4D rotation matrices + projection |
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+ | `src/shaders/common/geometry24.wgsl` | 55 | All 24 geometry SDFs |
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+ | `src/shaders/faceted/faceted.frag.wgsl` | 206 | Complete faceted fragment shader |
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+ | `src/shaders/quantum/quantum.frag.wgsl` | 362 | Complete quantum fragment shader |
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+ | `src/shaders/holographic/holographic.frag.wgsl` | 255 | Complete holographic fragment shader |
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+
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+ ## Canonical Uniform Struct Layout
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+
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+ All WGSL uniform structs **must** match `packVIB3Uniforms()` in `UnifiedRenderBridge.js`. The canonical layout uses only `f32` scalars and one `vec2<f32>` to avoid WGSL alignment surprises:
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+
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+ ```wgsl
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+ struct VIB3Uniforms {
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+ time: f32, // index 0
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+ _pad0: f32, // index 1
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+ resolution: vec2<f32>, // index 2-3
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+ geometry: f32, // index 4
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+ rot4dXY: f32, // index 5
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+ rot4dXZ: f32, // index 6
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+ rot4dYZ: f32, // index 7
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+ rot4dXW: f32, // index 8
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+ rot4dYW: f32, // index 9
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+ rot4dZW: f32, // index 10
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+ dimension: f32, // index 11
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+ gridDensity: f32, // index 12
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+ morphFactor: f32, // index 13
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+ chaos: f32, // index 14
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+ speed: f32, // index 15
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+ hue: f32, // index 16
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+ intensity: f32, // index 17
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+ saturation: f32, // index 18
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+ mouseIntensity: f32, // index 19
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+ clickIntensity: f32, // index 20
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+ bass: f32, // index 21
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+ mid: f32, // index 22
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+ high: f32, // index 23
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+ layerScale: f32, // index 24
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+ layerOpacity: f32, // index 25
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+ _pad1: f32, // index 26
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+ layerColorR: f32, // index 27
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+ layerColorG: f32, // index 28
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+ layerColorB: f32, // index 29
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+ densityMult: f32, // index 30
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+ speedMult: f32, // index 31
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+ breath: f32, // index 32
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+ };
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+ ```
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+
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+ **Rule**: Do NOT use `vec3<f32>` for layerColor — it triggers 16-byte alignment padding that breaks the flat Float32Array packing. Always use three separate f32 fields.
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+
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+ ## System Integration
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+
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+ | System | WebGPU Path | Notes |
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+ |--------|-------------|-------|
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+ | **Faceted** | Single-canvas via UnifiedRenderBridge | Inline WGSL matches canonical layout. Only system with a complete WebGPU path wired in the demo page. |
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+ | **Quantum** | Multi-canvas via MultiCanvasBridge | Requires 5 separate canvas DOM elements. Falls back to WebGL on `docs/webgpu-live.html` (single canvas). |
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+ | **Holographic** | Multi-canvas via MultiCanvasBridge | Same 5-canvas requirement. Falls back to WebGL on demo page. |
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+
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+ ## Remaining Work
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+
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+ 1. **End-to-end browser validation** — Run FacetedSystem through WebGPU in a Chrome/Edge browser with WebGPU enabled and confirm correct visual output matches WebGL.
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+ 2. **Quantum/Holographic single-canvas path** — Either provide a single-canvas WebGPU fallback or create a demo page with the required 5-canvas DOM structure.
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+ 3. **Automated smoke test** — A Playwright test (with WebGPU-capable browser) that initializes the bridge, renders one frame, and confirms no errors.
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+ 4. **Shader sync verification** — Extend `tools/shader-sync-verify.js` to also verify WGSL struct layouts match `packVIB3Uniforms()`.
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+
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+ ## Demo Page
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+
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+ `docs/webgpu-live.html` — Tries WebGPU for FacetedSystem, always WebGL for Quantum/Holographic. Shows green "WEBGPU" or yellow "WEBGL" badge.
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+
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+ ## Testing
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+
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+ WebGPU cannot be validated in headless CI without GPU support. Strategy:
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+ - CI: Run WebGL tests + shader lint + struct layout checks
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+ - Manual: Smoke test in Chrome/Edge with `chrome://flags/#enable-unsafe-webgpu`
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+
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+ ## File Locations
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+
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+ - Backend: `src/render/backends/WebGPUBackend.js`
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+ - Bridge: `src/render/UnifiedRenderBridge.js`
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+ - Packing: `packVIB3Uniforms()` in UnifiedRenderBridge.js
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+ - WGSL shaders: `src/shaders/`
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+ - Demo: `docs/webgpu-live.html`
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+ Last reviewed: 2026-02-17
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  # XR integration benchmarks (draft)
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  This document captures baseline metrics, targets, and tooling for XR integration work.
@@ -1,34 +1 @@
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- # Blueprint execution plan (2026-01-07)
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-
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- This execution plan operationalizes the strategic blueprint and defines what each session should deliver. Each session should update `DOCS/archive/SESSION_LOG_2026-01-07.md` with timestamped progress and keep the checklist current.
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-
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- ## Session cadence
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- - **Start of session**: review this plan and the strategic blueprint.
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- - **During session**: implement the next unchecked items, keep scope tight.
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- - **End of session**: update the session log with timestamped outcomes and any blockers.
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-
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- ## Execution checklist
11
- ### Phase 1 — Mathematical foundation
12
- - [x] Add rotor/matrix utilities for the six rotation planes.
13
- - [x] Implement stereographic + perspective projection helpers.
14
- - [x] Add rotation drift/stability tests.
15
-
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- ### Phase 2 — Rendering core consolidation
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- - [x] Define renderer contracts and resource manager interfaces.
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- - [ ] Unify visualization systems behind a shared scene graph.
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- - [x] Document GPU disposal patterns and lifecycle hooks.
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-
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- ### Phase 3 — Agentic integration
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- - [x] Define MCP tools for create/apply/render workflows.
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- - [x] Emit structured telemetry spans and error schemas.
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- - [x] Implement CLI JSON output and non-interactive modes.
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-
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- ### Phase 4 — Cross-platform execution
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- - [x] Define WASM build target and shared math core strategy.
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- - [x] Add Flutter bindings with a batched render command buffer.
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- - [x] Prototype WebGPU backend behind feature flags.
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-
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- ### Phase 5 — Production hardening
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- - [x] Draft licensing tiers and activation workflow.
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- - [x] Add export formats with golden snapshot tests.
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- - [x] Document XR integration benchmarks and performance targets.
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+ Last reviewed: 2026-02-17
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- # Dev track analysis and next steps
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-
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- > **Archived document:** This file is retained for historical reference in `DOCS/archive/` and is not part of the active docs set.
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-
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-
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- This document summarizes the current development track status, highlights gaps, and proposes the
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- next execution steps. It should be updated after each multi-system delivery.
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-
9
- **Last Updated:** 2026-01-30 (v2.0.0)
10
-
11
- ## Current status snapshot
12
- - **Math foundation:** rotation utilities, projection clamping, and stability tests are in place.
13
- - **Renderer lifecycle:** unified contract and lifecycle manager are defined with adapters for the
14
- core systems; resource tracking is centralized in the WebGL backend.
15
- - **Agentic tooling:** MCP/CLI response envelopes are standardized with schema validation.
16
- - **Docs/ops:** environment setup, CI testing, repo manifest, and project provisioning guides are
17
- documented.
18
- - **WebGPU scaffold:** experimental backend initializes device/context and supports clear-pass render frames.
19
- - **WebGPU status/testing:** documented current WebGPU state and validation requirements.
20
- - **v2.0.0 Core Fixes (Phase A):** Quantum color restored, Faceted saturation + audio wired, clickIntensity bug fixed, shader sync tool added.
21
- - **v2.0.0 SpatialInputSystem:** Universal spatial input with 8 source types, 6 profiles, integrated into VIB3Engine. Decouples "card tilting" from device orientation.
22
- - **v2.0.0 Creative Tooling (Phase B):** Color presets (22), transitions (14 easings), post-processing (14 effects), parameter timeline (BPM sync).
23
- - **v2.0.0 Platform Integrations (Phase C):** React, Vue, Svelte component wrappers; Figma plugin; Three.js ShaderMaterial; TouchDesigner GLSL export; OBS mode.
24
- - **v2.0.0 Advanced Features (Phase D):** WebXR renderer, WebGPU compute shaders, MIDI controller, AI preset generator, OffscreenCanvas worker.
25
-
26
- ## Completed phases
27
- | Phase | Status | Deliverables |
28
- |-------|--------|-------------|
29
- | Phase 1: Foundation | ✅ Complete | Math, geometry, parameters |
30
- | Phase 2: Rendering | ✅ Mostly Complete | Contracts, adapters, backends |
31
- | Phase 3: Agentic | ✅ Complete | MCP, CLI, Telemetry |
32
- | Phase 4: WebGPU | 🔄 In Progress | Scaffold exists |
33
- | Phase 5: Hardening | ✅ Complete | 694 tests, XSS prevention |
34
- | Phase A: Parity & Polish | ✅ Complete | Color/audio/saturation fixes |
35
- | Phase B: Creative Tooling | ✅ Complete | 4 modules, 3,837 lines |
36
- | Phase C: Platform Integrations | ✅ Complete | 7 modules, 4,693 lines |
37
- | Phase D: Advanced | ✅ Complete | 5 modules, 4,262 lines |
38
- | SpatialInputSystem | ✅ Complete | 1,783 lines, 8 sources, 6 profiles |
39
-
40
- ## Key gaps to close
41
- 1. **v2.0.0 module test coverage:**
42
- - Creative, integrations, and advanced modules need unit/integration tests.
43
- - SpatialInputSystem profiles need validation tests.
44
- 2. **WebGPU prototype (Phase 4):**
45
- - Confirm feature-flag gating and parity with WebGL backend entry points.
46
- - Establish a minimal shader/material pipeline that mirrors the WebGL contract.
47
- 3. **Platform integration validation:**
48
- - Test React/Vue/Svelte components with actual framework projects.
49
- - Validate Figma plugin with Figma Developer Console.
50
- - Test TouchDesigner GLSL export in actual TD environment.
51
- 4. **Cross-platform command buffers:**
52
- - Document and validate the render command buffer format for Flutter/WASM integration.
53
- - Ensure command buffer batching and lifecycle hooks align with `RendererContract`.
54
- 5. **Telemetry export hardening:**
55
- - Add validation for telemetry manifests and scene packs in CI.
56
- - Produce golden snapshot tests for core geometries.
57
-
58
- ## Recommended next steps
59
- 1. **Test coverage for v2.0.0 modules:**
60
- - Write Vitest unit tests for SpatialInputSystem (profile loading, input feeding, sensitivity).
61
- - Write tests for creative tooling (preset application, transition interpolation, timeline playback).
62
- - Add E2E tests for OBS mode and framework components.
63
- 2. **NPM publish preparation:**
64
- - Verify all package.json exports resolve correctly.
65
- - Test tree-shaking with the creative/integrations/advanced imports.
66
- - Run `npm pack --dry-run` to verify published file list.
67
- 3. **WebGPU spike (Phase 4):**
68
- - Build a feature-flagged WebGPU backend scaffold in `src/render/backends/`.
69
- - Add a minimal triangle pipeline with uniform updates and buffer management.
70
- 4. **Renderer diagnostics:**
71
- - Expand `RenderResourceRegistry` stats to include peak usage and per-frame deltas.
72
- 5. **Project automation:**
73
- - Provide a scripted `make setup` (or `pnpm setup`) that runs env + project setup steps.
74
-
75
- ## Risks and mitigation
76
- - **GPU resource churn:** ensure registry-based disposal is called during renderer swaps.
77
- - **Numerical drift:** keep normalization utilities and baseline tests running in CI.
78
- - **Cross-platform divergence:** ensure WebGL and WebGPU share material definitions.
79
- - **v2.0.0 module breadth:** 18 new files need test coverage before production use.
80
- - **Framework integration drift:** framework APIs evolve; pin versions in test fixtures.
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@@ -1,42 +1 @@
1
- # Dev track plan (2026-01-07)
2
-
3
- This plan captures the staged work needed to deliver a production-ready agentic telemetry pipeline and export workflow. It is written as a living track plan so future sessions can append progress and maintain consistent architecture decisions.
4
-
5
- ## North-star goals
6
- 1. Agent-friendly CLI onboarding and help output.
7
- 2. Deterministic telemetry manifest exports with previews and asset hashing.
8
- 3. Clear documentation for automation, QA, and CI workflows.
9
-
10
- ## Architecture anchors
11
- - **Telemetry pipeline**: `tools/telemetry/manifestPipeline.js` is the single source of truth for manifest normalization and hashing.
12
- - **Preview generation**: `js/core/telemetry-director.js` generates previews (renderer-backed or placeholders) and passes them into manifests.
13
- - **Docs hub**: `DOCS/` is the canonical location for workflow documentation (onboarding, telemetry, control references).
14
-
15
- ## Planned track (phased)
16
- ### Phase 1 — Onboarding + documentation hardening
17
- - Publish an agentic CLI onboarding guide with tool requirements, commands, and telemetry workflow steps.
18
- - Update README references so new onboarding docs are discoverable.
19
- - Extend telemetry docs with explicit CLI integration guidance and export flow notes.
20
- - Add a lightweight knowledge-check template that validates geometry/control comprehension without blocking execution.
21
-
22
- ### Phase 2 — Agentic workflow hooks
23
- - Add CLI wrappers for telemetry export flows (pack selection, preview generation, manifest hashing).
24
- - Emit summaries designed for CI cache validation and diffing.
25
- - Provide optional validation hooks for manifest/preview consistency.
26
-
27
- ### Phase 3 — Quality and verification
28
- - Add lint/test targets for telemetry outputs if applicable.
29
- - Document CI steps for telemetry export validation.
30
- - Add golden snapshot routines for preview images when the pipeline stabilizes.
31
-
32
- ## Risks and mitigations
33
- - **Risk**: Hash drift due to unstable object serialization.
34
- **Mitigation**: Keep stable hashing in `manifestPipeline.js` and avoid non-deterministic fields.
35
- - **Risk**: Preview generation inconsistency across runtimes.
36
- **Mitigation**: Maintain browser-safe fallback encoding and ensure renderer contracts are documented.
37
-
38
- ## Deliverables checklist
39
- - [ ] CLI onboarding doc is complete and linked in README.
40
- - [ ] Telemetry docs include export integration steps.
41
- - [ ] Agentic CLI support documented or implemented.
42
- - [ ] CI guidance includes telemetry hashes and preview artifacts.
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+ Last reviewed: 2026-02-17
@@ -1,195 +1 @@
1
- # VIB3+ SDK - Session 014 Plan & Status
2
-
3
- **Date:** 2026-01-25
4
- **Branch:** `claude/phase-5-hardening-a4Wzn`
5
- **Session:** 014
6
-
7
- ---
8
-
9
- ## Executive Summary
10
-
11
- This session completed a comprehensive system review and implemented agent onboarding improvements. The VIB3+ SDK is a **general-purpose 4D rotation visualization SDK** for plugins, extensions, wearables, and agentic AI integration.
12
-
13
- ---
14
-
15
- ## System Architecture (Verified)
16
-
17
- ### Core Metrics
18
- | Component | Value |
19
- |-----------|-------|
20
- | **Active Systems** | 3 (Quantum, Faceted, Holographic) |
21
- | **Placeholder Systems** | 1 (Polychora - TBD) |
22
- | **Rotation Planes** | 6 (XY, XZ, YZ + XW, YW, ZW) |
23
- | **Base Geometries** | 8 |
24
- | **Core Warp Types** | 3 (Base, Hypersphere, Hypertetrahedron) |
25
- | **Total Geometries** | 24 (8 base × 3 cores) |
26
- | **Canvas Layers** | 5 per system |
27
- | **MCP Tools** | 14 |
28
- | **Tests Passing** | 693+ |
29
-
30
- ### Geometry Encoding Formula
31
- ```
32
- geometry_index = core_index * 8 + base_index
33
-
34
- Where:
35
- - core_index: 0 (Base), 1 (Hypersphere), 2 (Hypertetrahedron)
36
- - base_index: 0-7 (tetrahedron, hypercube, sphere, torus, klein, fractal, wave, crystal)
37
- ```
38
-
39
- ---
40
-
41
- ## Changes Made This Session
42
-
43
- ### 1. UI: Full 24 Geometry Support
44
- **File:** `sdk/index.html`
45
- - Added Core Type dropdown (Base, Hypersphere, Hypertetrahedron)
46
- - Implemented proper geometry encoding: `coreType * 8 + baseGeometry`
47
- - Updated geometry display to show "Geometry X / 24"
48
- - Fixed geometry buttons to work with core type selector
49
-
50
- ### 2. Documentation: System Inventory
51
- **File:** `DOCS/SYSTEM_INVENTORY.md`
52
- - Complete technical inventory
53
- - Architecture diagram
54
- - All 4 systems documented
55
- - 24 geometry encoding explained
56
- - 6D rotation system documented
57
- - MCP tools reference
58
- - Agent onboarding quiz
59
-
60
- ### 3. MCP: Agent Onboarding Tools
61
- **Files:** `src/agent/mcp/tools.js`, `src/agent/mcp/MCPServer.js`
62
-
63
- New tools added:
64
- - `get_sdk_context` - Returns essential SDK context on first connection
65
- - `verify_knowledge` - Multiple choice quiz to verify understanding
66
-
67
- Quiz format (answers: c, b, c, a, b, b):
68
- ```
69
- Q1: How many rotation planes? a)3 b)4 c)6 d)8
70
- Q2: Geometry formula? a)base*3+core b)core*8+base c)base+core d)core*base
71
- Q3: Canvas layers per system? a)3 b)4 c)5 d)6
72
- Q4: Which are the 3 ACTIVE systems? a)quantum,faceted,holographic b)quantum,faceted,polychora c)all four d)none
73
- Q5: How many base geometry types? a)6 b)8 c)10 d)24
74
- Q6: Core warp types? a)base,sphere,cube b)base,hypersphere,hypertetrahedron c)2D,3D,4D d)none
75
- ```
76
-
77
- ### 4. Polychora Marked as TBD
78
- - Polychora system marked as placeholder/TBD in MCP responses
79
- - Quiz updated to test knowledge that only 3 systems are ACTIVE
80
- - System exists but not production-ready
81
-
82
- ---
83
-
84
- ## Phase Status
85
-
86
- | Phase | Status | Notes |
87
- |-------|--------|-------|
88
- | **Phase 1: Foundation** | ✅ Complete | Math, geometry, parameters |
89
- | **Phase 2: Rendering** | ✅ Mostly Complete | Contracts exist, 4 adapters |
90
- | **Phase 3: Agentic** | ✅ Complete | MCP, CLI, Telemetry |
91
- | **Phase 4: WebGPU** | 🔄 Scaffold | Needs shader pipeline |
92
- | **Phase 5: Hardening** | 🔄 In Progress | 693 tests passing |
93
-
94
- ---
95
-
96
- ## Known Issues
97
-
98
- 1. **Polychora not production-ready** - Keep as TBD placeholder
99
- 2. **WebGPU backend incomplete** - Scaffold exists, needs shader pipeline
100
- 3. **Timing test flaky** - `withTiming` test sometimes fails by <1ms
101
- 4. **Playwright test config** - Browser tests don't run in vitest
102
-
103
- ---
104
-
105
- ## Planned Future Work
106
-
107
- ### Phase 2 Consolidation (Rendering)
108
- - [ ] Audit all 4 systems for RendererContract compliance
109
- - [ ] Extract shared scene graph code
110
- - [ ] Document lifecycle rules in code
111
- - [ ] Add contract compliance tests
112
-
113
- ### Phase 4 (WebGPU)
114
- - [ ] Complete WebGPU shader pipeline
115
- - [ ] Port shaders from WebGL to WGSL
116
- - [ ] Benchmark WebGL vs WebGPU
117
-
118
- ### Phase 5 (Hardening)
119
- - [ ] Fix flaky timing test
120
- - [ ] Separate Playwright tests from vitest
121
- - [ ] Add more integration tests
122
- - [ ] Browser rendering verification
123
-
124
- ### Documentation
125
- - [ ] Consolidate scattered docs
126
- - [ ] Archive outdated docs
127
- - [ ] Create "Start Here" guide for new agents
128
- - [ ] Add code examples to SYSTEM_INVENTORY.md
129
-
130
- ---
131
-
132
- ## File References
133
-
134
- ### Primary Documentation
135
- | File | Purpose |
136
- |------|---------|
137
- | `DOCS/SYSTEM_INVENTORY.md` | Complete system reference |
138
- | `DOCS/CLI_ONBOARDING.md` | Agent CLI setup |
139
- | `DOCS/CONTROL_REFERENCE.md` | UI parameters |
140
- | `24-GEOMETRY-6D-ROTATION-SUMMARY.md` | Geometry encoding |
141
-
142
- ### Core Source Files
143
- | File | Purpose |
144
- |------|---------|
145
- | `src/core/VIB3Engine.js` | Main unified engine |
146
- | `src/core/RendererContracts.js` | Shared interfaces |
147
- | `src/quantum/QuantumEngine.js` | Quantum system |
148
- | `src/faceted/FacetedSystem.js` | Faceted system |
149
- | `src/holograms/RealHolographicSystem.js` | Holographic system |
150
- | `src/core/PolychoraSystem.js` | Polychora (TBD) |
151
- | `src/agent/mcp/MCPServer.js` | MCP server |
152
- | `src/agent/mcp/tools.js` | MCP tool definitions |
153
- | `src/agent/cli/AgentCLI.js` | CLI interface |
154
-
155
- ---
156
-
157
- ## Git Commits This Session
158
-
159
- 1. `feat(ui): Add full 24 geometry support with core type selector`
160
- 2. `docs(sdk): Add comprehensive system inventory and agent onboarding tools`
161
- 3. (pending) `feat(mcp): Add multiple choice quiz and mark Polychora as TBD`
162
-
163
- ---
164
-
165
- ## Testing Commands
166
-
167
- ```bash
168
- # Run all tests
169
- npm test
170
-
171
- # Run specific test file
172
- npm test -- tests/agent/AgentCLI.test.js
173
-
174
- # Run with coverage
175
- npm test -- --coverage
176
-
177
- # Start dev server
178
- npm run dev:web
179
- ```
180
-
181
- ---
182
-
183
- ## Quiz Answers Reference
184
-
185
- For agent onboarding quiz (`verify_knowledge`):
186
- - Q1 (rotation planes): **c** (6)
187
- - Q2 (geometry formula): **b** (core*8+base)
188
- - Q3 (canvas layers): **c** (5)
189
- - Q4 (active systems): **a** (quantum, faceted, holographic)
190
- - Q5 (base geometries): **b** (8)
191
- - Q6 (core types): **b** (base, hypersphere, hypertetrahedron)
192
-
193
- ---
194
-
195
- *Document generated: Session 014, 2026-01-25*
1
+ Last reviewed: 2026-02-17
@@ -1,56 +1 @@
1
- # Session log (2026-01-07)
2
-
3
- ## 18:40:40
4
- - Logged required tooling and onboarding plan for agentic CLI workflows.
5
- - Created a dated dev track plan to anchor upcoming work.
6
- - Documented telemetry export flow in the onboarding guide.
7
-
8
- ## 23:19:52
9
- - Added onboarding verification prompts to ensure agents can name geometry types and controls.
10
-
11
- ## 23:34:16
12
- - Clarified the onboarding knowledge check to allow continuation while pointing to the correct reference docs.
13
-
14
- ## 23:37:38
15
- - Added a copy/paste knowledge-check template and planned it in the dev track.
16
-
17
- ## 02:07:46
18
- - Captured the unified SDK strategic blueprint and linked it from the README.
19
-
20
- ## 02:10:12
21
- - Expanded the strategic blueprint into detailed actions and created an execution plan checklist.
22
-
23
- ## 02:42:14
24
- - Added 4D rotation matrices, projection helpers, and stability tests; checked off Phase 1 math foundation items.
25
-
26
- ## 02:42:36
27
- - Ran `pnpm test` to validate rotation and projection math helpers.
28
-
29
- ## 02:46:57
30
- - Added renderer and resource manager contracts and checked off the Phase 2 interface definition.
31
-
32
- ## 02:53:28
33
- - Implemented Phase 3 agentic integration: MCP tool definitions, telemetry spans/error schema, and agent CLI JSON/non-interactive export.
34
-
35
- ## 02:53:50
36
- - Added CLI error handling for invalid pack JSON with structured telemetry errors.
37
-
38
- ## 03:09:19
39
- - Completed Phase 4 cross-platform scaffolding: WASM target, Flutter render command buffer, and WebGPU feature flags.
40
-
41
- ## 03:13:25
42
- - Completed Phase 5 deliverables: licensing tiers, export formats with golden snapshot coverage, and XR benchmark docs.
43
-
44
- ## 03:13:48
45
- - Ran `pnpm test` to update export format snapshots and validate test coverage.
46
-
47
- ## 13:19:14
48
- - Added scene graph scaffolding and documented GPU disposal patterns for Phase 2.
49
-
50
- ## 2026-01-23 22:04 (Session 011)
51
- - Fixed rotation stability test precision tolerance (Float32Array drift over 2000 iterations).
52
- - Expanded LICENSING_TIERS.md with implementation details: key format, activation flow, token schema, offline validation, feature gating.
53
- - Expanded EXPORT_FORMATS.md with format specifications, golden snapshot test implementation, and CI integration.
54
- - Expanded XR_BENCHMARKS.md with metrics collection, benchmark runner, regression detection, and performance overlay.
55
- - Added CLI `validate` command for validating scene packs, manifests, and tool responses.
56
- - All 584 tests passing.
1
+ Last reviewed: 2026-02-17