wip(assembler): M2 round 1 -- sharp-mesher spike: hybrid MC+DC keeps edges, borders and LOD seams not solved yet
Standalone only. Hybrid/DC cut sharp residual 16.7 -> 6.25 cm and split creases ~100%, organic wall unchanged under hybrid, +4.4% mesh cost, W1/W8/W16 identical. Gate failed: hybrid open edges on 500/625 tagged tile borders; every method fails LOD0/LOD1 (no transition templates yet). Binaries and OBJ meshes not committed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -805,3 +805,15 @@ New source files: none. Modified source files:
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`Standalone/Source/VoxelForge/Private/VoxelMarchingCubesMesher.cpp`, and
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`Standalone/Source/VoxelForge/Public/VoxelMarchingCubesMesher.h`. Modified BuildHost test tool:
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`Tools/TestVoxelForgeCoreWorldHost.ps1`.
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## M2 round 1 — sharp-mesher decision spike
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The standalone MC / hybrid / DC comparison found a sharp-quality advantage for hybrid, but no
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candidate passes the complete seam gate: MC closes all same-LOD tile borders, hybrid has open
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edges on all 500 tagged-shape cases, DC fails all 625 same-LOD cases, and all three fail the
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LOD0/LOD1 transition audit. No production mesher is selected; hybrid is the candidate to carry
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into the in-game round 2 after border and transition handling is implemented.
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Full methods, phase/error/normal/cost/hash tables, seam results, captures, run ledger, and the
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complete new-file list are in [the M2 report](Research/WorldAssemblerM2/REPORT.md). The matched
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contact sheet is [here](Research/WorldAssemblerM2/results/captures/contact_sheet.jpg).
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