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GhostEngine/WORK_SUMMARY.md

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ClusterLOD C# Translation — Work Summary

Completed Work

I've successfully translated the C++ clusterlod library to C# using your GhostEngine infrastructure:

Files Created

  1. ClodConfig.cs — Configuration struct with fields (camelCase) and properties (PascalCase)
  2. ClodMesh.cs — Unsafe mesh data structure (pointers for high-performance access)
  3. ClodBounds.cs — Bounds representation with center, radius, and error
  4. ClodBuilder.cs — Main API entry point with full clodBuild implementation
  5. ClodInternal.cs — Clusterization using meshopt_buildMeshlets* bindings
  6. ClodInternal_Partition.cs — Spatial partitioning via meshopt_partitionClusters
  7. ClodInternal_Boundary.cs — Boundary locking to prevent mesh seams
  8. ClodBoundsHelper.cs — Bounds computation and merging
  9. ClodSimplify.cs — Full simplification pipeline (permissive + sloppy fallbacks)
  10. AGENT_GUIDELINES.md — Your naming conventions and architecture guide

Features Implemented

High-performance memory via UnsafeList<T> from Misaki.HighPerformance
Full cluster LOD hierarchy generation
Attribute-aware simplification
Error monotonicity tracking
Boundary preservation across simplification
Proper allocator handling and cleanup
Edge-length error limiting
Fallback simplification (permissive & sloppy modes)
C# naming conventions (fields camelCase, props PascalCase, consts UPPER_SNAKE_CASE)

Changes to Native Bindings

  • Renamed NvttApiMeshOptApi in meshopt.json config
  • Re-ran code generator to produce MeshOptApi.nativegen.cs and mesh-related wrapper files

Local Commits

301a6d1 feat: translate clusterlod to C# and restructure to Ghost.Graphics.Meshlet

📤 Next Steps (You)

The commit is ready locally. To push and create a PR:

cd projects/GhostEngine
git push origin develop

Then create a PR from Julian/GhostEngine:developMisaki/GhostEngine:develop.

🎯 What's Ready for Testing

  • Full clusterization pipeline
  • Spatial/flex meshlet building
  • Simplification with all fallback modes
  • Bounds computation and hierarchy tracking
  • Ready to integrate with your graphics pipeline

Let me know if you'd like me to refine anything or add documentation!