Phenix Dev Log

March 9, 2026
Constraint System Refinement
Refined constraint grabbing, position-based dynamics, and visual relationship links. Improved debugging integration for constraint graph topology.
constraintspbdui
March 8, 2026
VOX Spatial Indexing System
Replaced generic neighbor-search with domain-specific VOX (voxel-based spatial indexing) system with O(1) hash lookups and seamless collision integration.
voxelhashingneighbor-search
January 22, 2026
Filter Canvas & Collision Optimization
Achieved 0.013ms filter execution by removing GPU-to-CPU mask transfer. Optimized particle-to-particle collision with spatial acceleration for millions of interactions per frame.
streamingreal-timecollision
January 21, 2026
No-CPU Particles Architecture
Completed central buffer management in gpu_device. Particles live exclusively in GPU VRAM with on-demand CPU access, achieving zero-copy architecture.
zero-copygpu-memoryarchitecture
December 28, 2025
Monorepo Architecture
Merged Rust simulation engine into main project structure. Established workspace with neighbor-vox, bake, and gpu_particle crates for shared types and dependencies.
monorepoworkspacemodularity
November 21, 2025
GPU-Only Filtering & Shaders
Migrated entire filtering system to GPU shaders in WGSL. Achieved sub-millisecond filter execution with zero CPU synchronization.
wgslshadersgpu
November 18, 2025
Full GPU-Only Pipeline
Eliminated all CPU particle data storage. Forced GPU-exclusive compute with CSR (Compressed Sparse Row) format for neighbor results. Major breaking change for massive performance gains.
gpu-onlybreaking-changeperformance
November 16, 2025
Continuous Collision Detection (CCD)
Implemented CCD for high-speed particle impacts with real-world gravity validation. Solved the bullet-through-paper problem with swept collision detection.
ccdcollisionphysics
August 29, 2025
Sandbox & Mock Blender Environment
Created headless sandbox framework with complete mock Blender API for testing without GUI, enabling fast iteration and CI/CD integration.
testingsandboxdevops
August 28, 2025
GPU Neighbor Search & KDTree
Migrated spatial queries to GPU using Z-Order (Morton) curves for neighbor finding. Designed transparent KDTree-compatible API for real-time multi-million particle simulation.
gpuspatial-indexingwebgpu
November 1, 2024
Custom Attributes & Metadata System
Introduced CustomAttributeNode allowing user-defined per-particle attributes and dynamic properties, integrated into baking and preview systems.
metadataextensibilityattributes
October 5, 2024
Vertex & Face Corner Attributes
Extended object scanning to capture vertex colors and face corner data. Added random particle spawning from mesh vertices for refined emission patterns.
meshattributesdata-transfer
March 5, 2024
Tracer & Velocity Tracking
Implemented particle history tracking (tracer) for velocity-colored visualization and path animation support. Built for motion visualization and debugging.
visualizationdebuggingtracer
November 28, 2023
Filter Stacking & Multi-Filter Support
Extended filter system to support multiple sequential filters on single node with unified interface, enabling complex particle transformations through stacked operations.
filterspipelinecomposition
November 22, 2023
Constraint System & Emitter Overhaul
Overhauled emitter system with deterministic spawning and mesh deformation support. Introduced constraint node framework for verlet integration and particle linking.
constraintsverletemitter
November 16, 2023
Fluid Dynamics & SPH
Implemented SPH (Smoothed Particle Hydrodynamics) fluid system with Gaussian kernels, curl noise, turbulence, and vorticity for complete fluid simulation.
sphfluidphysics
July 17, 2023
Playback & Cache Improvements
Enhanced simulation playback with frame-accurate scrubbing, object tracking in node trees, and improved cache management with performance profiling.
playbackuiprofiling
July 5, 2023
Particle Attributes: Rotation & Morphing
Added particle rotation tracking and morphing (shape interpolation) as first-class attributes, integrated into the node graph for advanced animation.
attributesmorphinganimation
June 29, 2023
Single Loop Optimization & Threading
Refactored execution to single update loop with Arc/RwLock synchronization. Consolidated multi-threaded particle updates for improved stability and determinism.
threadingperformanceoptimization
May 16, 2023
Baking & Playback System
Developed frame-based baking engine to pre-compute particle simulations. Added cache invalidation, UNDO/REDO support, and timeline scrubbing for Blender workflow.
bakingcacheplayback
January 14, 2023
PyO3 Bridge & Blender Integration
Implemented Python FFI layer using PyO3 for Blender addon communication. Enabled bidirectional data exchange between Rust particle engine and Blender 3.x.
pyo3blenderffi
January 9, 2023
Node-Based Graph System
Built foundation for declarative, graph-based particle system workflows with nodes for emitters, forces, filters, and lifecycle management.
node-grapharchitecturepipeline
January 3, 2023
Boid Simulation & Force Queue
Implemented boid flocking behavior with collision avoidance and path following. Refactored force application to centralized queue pattern for extensibility.
boidaiforces
December 27, 2022
Initial Particle System Framework
Established foundational particle system architecture with basic physics, noise-driven movement, and Bevy GL visualization pipeline.
rustbevyphysics