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§CVKG Agentic Development Guidelines (v1.2)
All AI agents contributing to this crate MUST follow ALL seven rules:
── Karpathy Guidelines (1–4) ────────────────────────────────────────────
- THINK FIRST — State assumptions. Surface ambiguity. Push back on complexity.
- STAY SIMPLE — Minimum code. No speculative features. No unasked-for abstractions.
- BE SURGICAL — Touch only what’s required. Own your orphans. Don’t improve neighbors.
- VERIFY GOALS — Turn tasks into checkable criteria. Loop until they pass. Never commit broken.
── CVKG Extended Protocols (5–7) ──────────────────────────────────────── 5. TRIPLE-PASS — Read the target, its surrounding context, and its full call graph at least THREE TIMES before making any edit or revision. 6. COMMENT ALL — Every major pub fn, unsafe block, and non-trivial algorithm in every .rs/.ts/.h/.wgsl file MUST have a descriptive doc comment. Comments describe WHY and WHAT CONTRACT, not HOW mechanically. 7. MONITOR LOOPS — Check every tool call / command for progress every 30 seconds. After 3 consecutive identical failures, stop, write BLOCKED.md, and move to unblocked work. Never silently accept a broken state.
Sources: Karpathy: https://github.com/multica-ai/andrej-karpathy-skills CVKG Extended: Section 2 of the CVKG Design Specification
Re-exports§
pub use heim::SundrPacker;pub use color_blindness::ColorBlindMode;pub use renderer::SurtrRenderer;pub use types::SvgModel;pub use types::SvgAnimation;pub use vertex::Vertex;pub use vertex::InstanceData;
Modules§
- builtins
- Pre-built material graphs for the built-in modes. These replace the if/else chains in shapes.wgsl.
- color_
blindness - Color blindness simulation post-process pass.
- heim
- Heim packing utilities.
- renderer
- The main SurtrRenderer struct and core frame lifecycle.
- types
- Core data types, internal structs, and rendering contexts.
- vertex
- Vertex layouts, instance data, and tessellation vertex constructors.
Structs§
- Action
Request - Color
Theme - Fully themeable color palette for the Berserker pipeline.
- Compiled
Material - Compiled material — a WGSL function that can be included in the main shader.
- Material
Compiler - Compiles MaterialGraph → WGSL fragment function.
- Material
Graph - A directed acyclic graph of material operations.
- Node
- A single accessible object. A complete UI is represented as a tree of these.
- NodeId
- The stable identity of a
Node, unique within the node’s tree. - Scene
Uniforms - Per-frame scene state for the Berserker pipeline.
- Shield
Wall Adapter - Tree
- The data associated with an accessibility tree that’s global to the tree and not associated with any particular node.
- TreeId
- The stable identity of a
Tree. - Tree
Update - A serializable representation of an atomic change to a
Tree.
Enums§
- Material
Error - Material
Op - An operation node in the material graph.
- Role
- The type of an accessibility node.
Traits§
- Action
Handler - Handles requests from assistive technologies or other clients.
- Activation
Handler - Handles activation of the application’s accessibility implementation.
- Deactivation
Handler - Handles deactivation of the application’s accessibility implementation.