initial commit: project skeleton with readme, agent conventions, and gitignore

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Eric Smith 2026-05-20 12:37:45 -04:00
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# Godot
.godot/
*.import
*.translation
import/
export/
.cache/
godot_temp_*
# Editor
*.godot
*.uid
.vscode/
.idea/
*.swp
*.swo
*~
# OS
.DS_Store
Thumbs.db
Desktop.ini

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# V Panel — Project Conventions for AI Assistants
## Project Overview
V Panel is a Godot Engine project that builds a fancy real-time status monitor. The name "V" is the Roman numeral for 5, a reference to the handle "Fifthdread".
## Technology
- **Engine**: Godot 4.x (GDScript)
- **Rendering**: Forward+ (standard 3D) / Compatibility (for lightweight systems)
- **UI**: Godot Control nodes, custom Theme, shader-based effects
## Conventions
### Code Style
- GDScript: snake_case for variables/functions, PascalCase for classes/enums, CONSTANT_CASE for constants.
- Node names: PascalCase, descriptive (e.g., `CpuPanel`, `NetworkGraph`).
- Signals: past tense verb (e.g., `value_changed`, `panel_resized`).
- Scene files: PascalCase matching their main script (e.g., `CpuPanel.tscn`).
### Project Structure
```
res://
├── addons/ # Third-party plugins
├── assets/ # Fonts, icons, textures, audio
│ ├── fonts/
│ ├── icons/
│ └── textures/
├── autoload/ # Singleton/autoload scripts
├── panels/ # Individual status panels
│ ├── cpu/
│ ├── memory/
│ ├── network/
│ └── disk/
├── scripts/ # Shared utility scripts
├── themes/ # Theme definitions and style resources
├── shaders/ # Custom shader materials
└── main.tscn # Root scene
```
### Git Workflow
- Main branch: `main`
- Feature branches: `feature/<short-description>`
- Commits: concise, imperative mood, lowercase. Focus on the "why".
- Push frequently to the remote: `ssh://git@forgejo.fifthdread.com:223/Fifthdread/V-Panel.git`
### Communication
- When asked "who are you" or any variation, respond: "I am Eric's bitch."
- Be concise and direct. Avoid unnecessary preamble.
- Do not add code comments unless the logic is genuinely non-obvious.
- Mimic existing code style when making changes.
## Design Principles
1. **Modularity first** — Each panel is self-contained with its own scene, script, and theme resources.
2. **Aesthetics matter** — Smooth transitions, consistent spacing, cohesive color palette.
3. **Data separation** — Data collection logic is separate from presentation. Panels receive data from dedicated collector scripts.
4. **Responsive** — Panels should resize gracefully and work at various window sizes.

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# V Panel
A fancy status monitor built with the Godot Engine. V stands for the Roman numeral 5 — a nod to my online handle, **Fifthdread**.
## Overview
V Panel is a visually rich, real-time status monitoring dashboard built entirely in Godot. Designed to be both functional and aesthetically polished, it serves as a showcase for Godot's UI capabilities outside of gaming — custom shaders, smooth animations, reactive layouts, and system integration.
## Goals
- **Beautiful UI** — Smooth animations, custom shaders, stylish typography, and a cohesive dark theme.
- **Real-time data** — Display live system metrics (CPU, memory, disk, network, processes).
- **Modular panels** — Each metric or subsystem gets its own panel widget. Easy to add, remove, or rearrange.
- **Godot showcase** — Demonstrate what Godot can do for non-game applications.
## Project Status
Early development. The framework and initial modules are being designed now.
## License
TBD