experiment: LivingPlane repeatable + standalone UE runtime module (L164)
Readback barrier fix (GL_TEXTURE_UPDATE_BARRIER_BIT before glGetTexImage); check_repeatability.py compares full-field checksums across query/capture settings - Intel GPU PASS (3b9d45905c7aafff), llvmpipe PASS, mismatch control fails. New runtime module VoxelForgeLivingPlane (separate from generation): RDG global shader (Shaders/LivingPlane.usf), ping-pong RGBA32F render targets, actor with WPO plane and object inputs, no CPU readback. Compiles in Linux UE 5.7. Windows build: Source/VoxelForgeLivingPlane/*, Shaders/LivingPlane.usf, VoxelForge.uplugin. Setup: UE-SETUP.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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# Unreal mapping note
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The prototype stores a two-channel height and vertical-velocity field in a pair of
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`RG32F` textures. A world-owned Unreal component could keep equivalent transient
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render graph textures and advance them with a compute pass. It should own simulation
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time and clear or restore its buffers when the world is recreated.
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The prototype stores height, vertical velocity, a recovering imprint, and a spare
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channel in a pair of `RGBA32F` textures. A world-owned Unreal component can keep
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equivalent transient render graph textures and advance them with a compute pass. It
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should own simulation time and clear or restore its buffers when the world is recreated.
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The sphere path becomes a world-space interaction event: position, contact radius,
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and impulse strength are supplied to the compute pass. For multiplayer or deterministic
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@@ -21,3 +21,13 @@ default); do not mix metre distances and voxel counts in the wave solver.
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The current sample is an isolated visual field. Wiring this into `AVoxelWorld` would
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need an explicit owner for simulation lifetime, collision/update cadence, save/load,
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and the replication policy before it could affect shipped terrain.
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## L164 render-only Unreal implementation
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`Source/VoxelForgeLivingPlane/` now implements this render-only path as a separate
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runtime module. `AVoxelForgeLivingPlaneActor` owns two UAV-capable RGBA32F render
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targets, advances the wave, breathing, and imprint equations with an RDG global shader,
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and binds the current texture to its plane material. Blueprint/C++ supplies object
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position, radius, velocity, push, and active state. The actor does not call the
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generation modules and does not read the field back. Level setup and the material graph
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are in [UE-SETUP.md](UE-SETUP.md).
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