wip(assembler): M3 round 3 -- separated islands + Unreal island route (owner build 18:46)
Islands read as separate (91.89% open sky at mid-height), underside cavity closed, rim teeth were capture shading. Island manifest import + BuildHost proof passed on the pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed. Known open: final XY-column cache compiled in the owner build but is unverified; island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island manifest only fits the BuildHost fixture layout (owner's world: Core init fails, empty world) -> round 4 builds plans inside Unreal. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -542,6 +542,55 @@ what the shape list alone misses: site selection, cluster connectivity, landings
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route. The support ranges do not promise that every roll is pretty or walkable; measurement rejects
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bad candidates and records which constraint failed.
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#### M3 round 2 — look pass and standalone gates
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The legacy settings describe a stochastic site process, not a fixed island count: `IslandDensity=0.5`
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is the chance that each hashed XY cell exists. The owner settings are spacing 112 legacy voxels,
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radii 24–48 legacy voxels, thickness ratio 0.6, vertical jitter/top flatten 0.6, roughness 3,
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blend 6 and boundary seal 4. The production legacy field uses 12.5 cm voxels and Core uses 25 cm, so
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the round-2 Core recipe halves length-valued settings: 56 spacing, 12–24 radii, 1.5 roughness, 3
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blend, 2 seal and 6.3 contour warp. Those values preserve 14 m spacing and 3–6 m radii under the
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production source scale. The legacy struct's radius comment instead assumes 25 cm, and the frozen
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probe metadata reports 25 cm while production `Source` and the plugin `CLAUDE.md` report 12.5 cm.
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The next round must reconcile that fixture metadata before publishing the importer contract.
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Geometry version 2 adds a broad crust and 3–4 deterministic tapering root lobes per island. Its
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measured total depth is 0.75 of island diameter; the old thin profile control measures 0.30 and is
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rejected by the 0.70 thickness gate. Full bounded roughness remains on cliffs and roots, while top
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detail is reduced where the route needs stable footing. The three primary islands guarantee an
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entrance-to-exit route; density 0.5 selected one optional side island for this seed, giving four
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islands and three sharp-tag-ready arched spans. The side island is not part of the route.
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[`M3 Round 2 report`](Research/WorldAssemblerM3/Round2/REPORT.md) records the five matched views,
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owner-parameter conversion, the full run ledger, and Round 3 delivery plan. The contact sheet is
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[`contact_sheet.jpg`](Research/WorldAssemblerM3/Round2/results/captures/contact_sheet.jpg). Bounds
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had zero misses, the route passed 254 capsule centers and 69,088 field samples, the raised-route and
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thin-pad controls failed as intended, and W1/W8/W16 field hashes matched. On the same 32,768 physical
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query locations, Core took 38.06 ms versus 64.64 ms for the legacy evaluator. The local sample still
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contains 10.6× as many native solid points (1,380 vs 130), due to the guaranteed route backbone and
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deeper root profile; this is a known local density difference, not an occupancy-parity claim.
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#### M3 round 3 — Unreal delivery plan
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1. Resolve the legacy/Core voxel-scale conflict using the production field constant and the owner
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snapshot producer; record a single conversion rule in the imported manifest and its preview notes.
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2. Add the floating-island recipe and plan to the existing optional `world_assembly` import pattern.
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Parse through `ResolvedWorldSnapshot::FromJson`, validate recipe/plan hashes and stable feature
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IDs, and reject malformed or scale-mismatched payloads before generation.
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3. Prove the imported plan in a null-RHI BuildHost commandlet. Check the canonical hashes and W1/W8/W16
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queries, then compare generated tiles against the reviewed standalone field without changing the
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existing Core world or SurfaceWorld hashes.
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4. Carry island and sharp-tag-ready span IDs into the feature-aware mesher path. Audit same-LOD and
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LOD0/LOD1 borders around the crust, roots and arch landings.
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5. Cook the rendered collision, trace it on the Pawn channel, and capsule-sweep the same serialized
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route. Compare collision support points to analytic Core support at the island tops and spans.
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6. Hand the owner the manifest, five-view sheet, import steps, route coordinates, and collision
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results. Use a duplicated test settings asset for preview only after the owner authorizes project
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asset work; keep shipped assets untouched during the standalone proof.
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Water remains a separate fixed-season body and is not part of the round-2 field or the round-3
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collision claim.
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## E. Milestones that end in owner-visible artifacts
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These estimates are engineering rounds, not elapsed-time promises. Each milestone ends with a
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@@ -551,7 +600,7 @@ standalone viewer/contact sheet, data report or playable inspection the owner ca
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|---|---:|---|---|
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| M1 — sharp-mesher decision spike | 2 rounds | 25 cm contact sheet of corner, one-metre step, cliff ledge and doorway: current MC beside feature-aware output; include LOD/tile seam and collision overlays | Measure surface error, normal splits, determinism and seam behavior before building architectural recipes on top |
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| M2 — SurfaceWorld native vertical slice | 3 rounds | Matched-camera native surface with two biomes, a coast/beach, cliff/overhang, cap, route markers and timing beside the exact legacy bridge | No missed bound; the matched full-view workload materially beats the 23.085 s bridge; local collision/query readiness is reported separately; route candidate survives final composition |
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| M3 — FloatingIslands volumetric proof | 2 rounds | Walkable island cluster with underside/cliff views, water/body overlay, tile/LOD seam views and bound counters | Stable field/feature IDs; no false interval proof; route support is visible and capsule-swept |
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| M3 — FloatingIslands volumetric proof and Unreal delivery | 3 rounds | Walkable island cluster with underside/cliff views, tile/LOD seam views, imported manifest, BuildHost proof and cooked route collision | Stable field/feature IDs; no false interval proof; route support is visible and capsule-swept |
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| M4 — route, edit and water law | 2 rounds | Owner can inspect before/after edit views and traverse the tested route; report shows protect-or-replace transaction and unchanged seasonal water IDs | Final-field capsule clearance/support passes; edit either preserves route or atomically installs a replacement; water remains fixed |
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M1 goes first because the owner needs to judge crisp geometry before a slow legacy/native comparison
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