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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Fr0zkaandClaude Opus 5.5 committed 2026-11-02 11:10:43 +01:00
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# Unreal mapping note
The prototype stores a two-channel height and vertical-velocity field in a pair of
`RG32F` textures. A world-owned Unreal component could keep equivalent transient
render graph textures and advance them with a compute pass. It should own simulation
time and clear or restore its buffers when the world is recreated.
The prototype stores height, vertical velocity, a recovering imprint, and a spare
channel in a pair of `RGBA32F` textures. A world-owned Unreal component can keep
equivalent transient render graph textures and advance them with a compute pass. It
should own simulation time and clear or restore its buffers when the world is recreated.
The sphere path becomes a world-space interaction event: position, contact radius,
and impulse strength are supplied to the compute pass. For multiplayer or deterministic
@@ -21,3 +21,13 @@ default); do not mix metre distances and voxel counts in the wave solver.
The current sample is an isolated visual field. Wiring this into `AVoxelWorld` would
need an explicit owner for simulation lifetime, collision/update cadence, save/load,
and the replication policy before it could affect shipped terrain.
## L164 render-only Unreal implementation
`Source/VoxelForgeLivingPlane/` now implements this render-only path as a separate
runtime module. `AVoxelForgeLivingPlaneActor` owns two UAV-capable RGBA32F render
targets, advances the wave, breathing, and imprint equations with an RDG global shader,
and binds the current texture to its plane material. Blueprint/C++ supplies object
position, radius, velocity, push, and active state. The actor does not call the
generation modules and does not read the field back. Level setup and the material graph
are in [UE-SETUP.md](UE-SETUP.md).