CLAUDE.mdtypescript

vibe-coder-3d CLAUDE.md

Internal workspace crates for modular architecture.

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Engine Crates

Internal workspace crates for modular architecture.

Crate Dependency Graph

graph TD
    E[engine bin] --> S[vibe-scene]
    E --> B[vibe-ecs-bridge]
    E --> G[vibe-scene-graph]
    E --> P[vibe-physics]
    E --> M[vibe-ecs-manager]

    B --> S
    G --> S
    P --> B
    M --> S
    M --> P

    style S fill:#FFD700
    style E fill:#87CEEB

Implemented

  • vibe-scene - Core types: EntityId, Scene, Entity, ComponentKindId
  • vibe-ecs-bridge - Component registry, decoders, transform_utils (degrees→radians)
  • vibe-scene-graph - Parent/child DAG, transform propagation, renderable extraction
  • vibe-physics - Rapier integration, scene population
  • vibe-ecs-manager - Command buffer pattern for runtime entity CRUD

Planned

  • vibe-assets - Mesh/texture/material caches, GLTF
  • render-core - Device, buffers, GPU resources
  • render-graph - Pass graph, resource scheduling

Principles

  • Single Responsibility per crate
  • Acyclic Dependencies (scene has no deps, ecs-bridge depends only on scene, etc.)
  • Stable APIs - minimize breaking changes
  • Test Coverage - all public functions

Usage: Add to engine/Cargo.toml:

vibe-scene = { path = "crates/scene" }