wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC. Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -306,6 +306,21 @@ Impacts to carry into the mesher proof:
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corner invites snagging and makes capsule clearance disagree with what the player sees. Mesh atoms
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that players can stand on need an explicit matching proxy.
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### Round-3 implementation boundary
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The first Unreal recipe keeps this feature-aware DC path deliberately narrow: only tagged type-2 plan
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boxes participate, only at LOD0, and cells touching a tile border use Marching Cubes. LOD1 and coarser
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tiles also use Marching Cubes, so each 2:1 boundary is MC-to-MC and the existing skirt remains the
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visual repair. The standalone 625-case transition matrix still has five MC doorway topology failures;
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this compromise reduces the failure surface but does not close those cases or establish a transition
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template.
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At 25 cm, the worst phase bevel measured for MC's analytic 90-degree corner is about 17.68 cm. That is
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0.35 of a 50 cm LOD1 sample, so a coarse tile cannot preserve the same edge detail. The bevel can
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therefore round off and pop when the player crosses the LOD threshold. BuildHost uses null RHI, so no
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projected or in-game pop measurement was made; the owner needs to judge this at the target camera and
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movement speed.
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## B. Bounds: hybrid certificates, not one universal Lipschitz number
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I agree with Lipschitz bounds as the cheap, generic first certificate. I do **not** recommend them as
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