Lithos Integration

Coverage map of Lithos rendering substrate across Universe

Loading live stats...

Zodiac Homes — Lithos Coverage

Rendering Pipeline

sceneSDF(vec3 p) lithos-emit.mjs frustum cull + LOD constant bake GLSL template serve.mjs /lithos/emit WebGL compile fullscreen quad

Scene Registry

SceneObjectsTypesShader TemplateStatus

SDF Emitter Registry

TypeCategoryEmitter FunctionUsed By

Lithos Primitives

24-Glyph Language

GlyphNameGLSLDomain

ARM64 Benchmark Summary

619
Functions
82.5%
Win Rate
1.49x
Geomean vs -O2
5.3x
Compositions
11x
Dot Product
16x
Sin/Cos
510 of 618 ARM64 blobs beat GCC -O2

Integration Gaps

GapSeverityImpact
WASM SIMD128 backendBlockerBrowser-side Lithos blocked; scalar-only POC exists
10 homes without Lithos modeMediumOnly Virgo + Taurus have full pipelines; Capricorn routed but no template
Cosmos not integratedMediumcosmos.html (10k lines) has no Lithos path
GPU shaders not portedFutureGalaxy, sun, earth shaders still monolithic GLSL
Scene graph still Three.jsFuturePhase 3: flat WASM arrays replace Object3D tree
No parity test harnessMediumCan't validate JS vs Lithos output automatically

Four-Phase Migration

PhaseTargetStatusWhat Changes
1CPU modules → WASMBlockedOctree, rotation, nav, transitions compiled to .ls → WASM
2GPU kernels → LithosActiveSDF homes use paint package emitter (2/12 complete)
3Scene graph replacementFutureThree.js Object3D → flat struct arrays in WASM
4DOM bridge eliminationFuturePure WASM + GPU, minimal JS bootstrap

Polygon Optimization Library

13
Files
1,704
Lines
14/18
Roadmap Tasks
4
Blocked on WebGPU
LibraryLinesKey ExportsPhase
polygon_optimize.mjs103optimizeScene, assessPhase, installOptimizationsFacade
wind.mjs99createWindMaterial, WIND_PRESETSPhase 2
shader_animation.mjs106createAnimatedMaterial, ANIMATION_PRESETSPhase 2
instanced.mjs118convertRepeatedMeshes, createScatterInstancedPhase 1
lod.mjs145autoLOD, createSimplifiedGeometry, LODManagerPhase 1
material_optimizer.mjs138deduplicateMaterials, createUberMaterialPhase 1
culling.mjs154createChunkedCuller, CullingPipelinePhase 2
perf.mjs116createPerfDashboard, PHASE_TARGETSAll
sdf_shadows.mjs140SDF_SHADOW_GLSL, createShadowPassPhase 4
hybrid_renderer.mjs157createHybridRenderer, installHybridModePhase 4
Full polygon optimization roadmap →

Creature Physics

2
Libraries
364
Lines
10/12
Homes w/ Creatures
6
Capabilities
LibraryLinesKey ExportsStatus
creature_physics.mjs245createGroundFollower, createLocomotion, createStateMachine, createBoids, createIK2BoneBuilt
creature_gait.mjs119createGait, createLegAnimator, QUADRUPED_PRESETSBuilt

Capability Coverage

CapabilityCoverageNotes
Breathing
10/12
sin() animation across most homes
Path following
4/12
Lissajous, helix, spline paths
Ground follow
0/12
Library built, not applied
State machine
0/12
Library built, not applied
IK legs
0/12
2-bone solver built, not applied
Flocking
1/12
Cave fish only (Scorpio)
Creature physics details →