Strip core to render data and render graphs
Move glTF, picking, camera controls, and conventional handles into addons. Keep camera and material mutations in SIMD-aligned shared SOA rows and synchronize material updates directly into GPU buffers. Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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@@ -12,7 +12,7 @@ Import the function you need and pass the same `YawnCore` instance to every addo
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| `05-default-pipelines.js` | Attaching optional external WGSL declarations |
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| `06-custom-render-pipeline.js` | Supplying a custom scene render shader |
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| `07-compute-pipeline.js` | Supplying a binding-free compute pass |
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| `08-compile-and-switch.js` | Compiling, activating, and safely cleaning up a graph |
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| `08-compile-and-switch.js` | Compiling and transactionally activating a graph |
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| `09-gltf-import-worker.js` | Fetching a glTF URL into shared memory from a worker |
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| `10-mesh-instances.js` | Creating and mutating conventional instance handles |
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| `11-custom-soa-column.js` | Allocating an instance-sized shared SOA column |
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@@ -20,6 +20,8 @@ Import the function you need and pass the same `YawnCore` instance to every addo
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| `13-bvh-picking.js` | Ray picking through the mesh-handles addon |
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| `14-worker-to-worker.js` | Using core from another worker through a `MessagePort` |
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| `15-complete-scene.js` | Combining the graph, glTF, and mesh addons |
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| `16-camera-render-data.js` | Treating camera input as direct render-data SAB writes |
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| `17-conventional-handles.js` | Conventional camera and material properties over SAB rows |
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Recipes 1–7 isolate graph authoring concepts, so their ASTs are intentionally
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fragments rather than complete renderable loadouts. Recipe 15 uses the complete
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