captures: readable player-view captures with a coverage gate (L69); R36 native-generator survey
- Capture exports now cover a 90-degree player frustum (radius 3, LOD 0-8, overlap patches); a 17x9 ray coverage probe aborts before rendering if tiles are missing (truncated-mesh control: 480 uncovered samples, rejected). Clear colour is sky blue, so un-meshed space can't pass as dark rock. 16 views of the owner's four-strate plan. - Explore commandlet: finite XYZ spawn override for traces (Source/, Linux-compiled). - In-engine four-strate trace NOT obtained: the engine-generated plan fails passage validation at a solid centerline voxel (~(-43,-34.5,-448.5) m) while the headless owner_world.json plan passes. Engine and headless plans diverge. - R36 (read-only): order TN -> VS -> FI for native migration; native FI is reachable from the adapter but not selected in the owner run, cause unknown. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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## Ranked recommendation
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**Keep the order TN → VS → FI.** The order is unchanged; I’ve corrected the explanation for FI and tightened the first-round gate.
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| Rank | Generator | Recommendation |
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| **1. TN** | Best first native-family step for caves and liminal variety. **[CODE]** A native cave graph, field evaluator and adapter recipe exist. **[ASSET]** The owner’s TN asset does not select that recipe or provide its graph. **[INFERENCE]** The parameter-to-graph work is a substantial migration, and a speed gain is unproven: the owner’s legacy TN is 0.577 s; the native cave fixture was 0.706 s. |
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| **2. VS** | Strong visual payoff, but the existing native lattice is not yet a convincing shaft generator. **[CODE]** The adapter accepts `NativeLattice` for `VerticalShafts` and evaluates explicit room/tunnel graphs. **[REPORT]** The fixture looked like a corkscrew tunnel and called for an open shaft core; it took 1.694 s. This makes VS the highest geometry and gameplay risk. |
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| **3. FI** | Keep last in a performance-led sequence, **not** because native FI is fixture-only. **[CODE]** Its native field, adapter planner and runtime dispatch path exist. **[REPORT]** The current owner run still reports compiled analytic FI at 1.503 s, and other FI fixtures are slower. **[INFERENCE]** It is the most mature native implementation, but its speed payoff is unclear. |
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**What changed in this re-audit:** the FI adapter can auto-plan for an owner world without an imported assembly; an imported assembly must contain a matching plan for every FI stratum or validation fails. I cannot identify from the inspected code why the reported owner run still dispatches compiled analytic FI, so I withdraw the earlier suggestion that an imported override explains it. I also cannot attribute the owner’s FI time to the native mouth filter: that code runs only on the native path, while L67 reports the owner path as compiled analytic. Finally, changing TN’s field could disturb a passage landing; the first-round brief now makes the L68 route audits a promotion gate.
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Labels below distinguish **[CODE]** source inspection, **[ASSET]** checked-in owner export, **[REPORT]** recorded run evidence, and **[INFERENCE]** an estimate or conclusion rather than a verified implementation fact.
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## Evidence
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### The native paths are reachable from the runtime adapter
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**[CODE] They are not reachable only through a fixture flag.** The production route in source is:
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1. `AVoxelWorld::InitializeVoxelForgeCoreWorld` calls `SerializeResolvedWorld`, parses the returned snapshot and constructs the Core `World`. [VoxelWorld.cpp:7591–7623](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelWorld.cpp:7591) [VoxelWorld.cpp:7661–7664](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelWorld.cpp:7661)
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2. The Unreal adapter attaches a validated assembly. On the generated-manifest branch it calls `BuildFloatingIslandStratumPlan` for FI slots; it also writes resolved layout entries, configures each `CoreGeometry` recipe, plans passages and resolves authored room/tunnel records. [VoxelForgeCoreAdapter.cpp:1552–1664](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:1552) [VoxelForgeCoreAdapter.cpp:1836–1850](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:1836) [VoxelForgeCoreAdapter.cpp:1980–2000](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:1980)
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3. Core’s regular tile-region build passes the manifest and resolved layout to `FStandaloneShapeWorld::Build`; that build sets `bUseNativeManifestFields=true` and binds the resolved fields. This is the normal build path, separate from `bNativeOnly`, the audit mode. [VoxelForgeCore.cpp:1667–1673](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/VoxelForgeCore.cpp:1667) [ShapeWorldInternal.h:2332–2352](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:2332)
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4. `DensityAt` tries native FI, then the bound native cave/surface field; `DensityDispatchPathAt` probes those same evaluators and reports the selected path. Native cave composition applies the resolved graph and shared composition. [ShapeWorldInternal.h:3068–3099](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:3068) [ShapeWorldInternal.h:3123–3140](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:3123) [ShapeWorldInternal.h:1892–1920](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:1892)
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**[REPORT] Reachable does not mean active in the owner run.** L67 says the owner’s FI, TN and VS paths use the compiled analytic base evaluator. [L67 report:5](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Research/WorldAssemblerM3/Linux67/REPORT.md:5) **[ASSET]** The checked-in export selects `CoreGeometry.GeneratorRecipe=None`, so TN and VS are not opted into their graph recipes. [owner_world.json:1](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/data/owner_world.json:1) FI is different: its planner is automatic on one adapter branch, but the L67 dispatch evidence says the current run did not select it. The precise runtime reason remains unresolved.
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There is one boundary to this finding: **[CODE]** the adapter has a CoreGeometry-only layout path when there are no SurfaceWorld or FI strata, but native density evaluation requires a `WorldAssembly` as well as a resolved layout. That may leave a caves-only world unable to use this path without an assembly. The owner’s four-strata world includes SurfaceWorld, so this caveat does not by itself explain its present dispatch. [VoxelForgeCoreAdapter.cpp:1602–1606](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:1602) [ShapeWorldInternal.h:6570–6583](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:6570)
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### Exists / missing, checked against code
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| Generator | Exists: what I verified | Missing: what I verified or inferred |
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| **FI** | **[CODE]** `FloatingIslandFieldV1` evaluates island plans and provides feature bounds and intervals. The Unreal adapter maps island settings and creates plans; `ShapeWorldInternal.h` binds and dispatches the field when its plan is present. [FloatingIslandsInternal.h:2286–2315](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/FloatingIslandsInternal.h:2286) [FloatingIslandsInternal.h:2492–2540](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/FloatingIslandsInternal.h:2492) [VoxelForgeCoreAdapter.cpp:857–950](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:857) | **[CODE + REPORT]** No island-field algorithm port is missing. What is missing from the current owner run is successful native selection; the cause is not established. **[INFERENCE]** Likely work is path instrumentation and, only if it exposes a defect, a small adapter/runtime or verification change—not a new field family. |
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| **TN** | **[CODE]** `NativeCaves` selects `Core.Caves.PrimitiveField` v1. The Unreal adapter converts authored rooms and tunnels; the Core resolver and shape evaluator resolve and compose that graph. [VoxelForgeCoreAdapter.cpp:145–158](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:145) [VoxelForgeCoreAdapter.cpp:1288–1414](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:1288) [ShapeWorldInternal.h:7381–7430](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:7381) | **[CODE]** The inspected adapter resolves authored Core records; it does not translate the owner’s 82-field `FStrateGenerationParams` into them. **[ASSET]** The owner recipe is None and its graph arrays are empty. A parameter compiler and explicit opt-in are therefore missing. **[INFERENCE]** Likely touch points are `VoxelStrateTypes.h`, `VoxelForgeCoreAdapter.cpp`, Core graph/schema or resolver code if needed, `ShapeWorldInternal.h` if the field needs more semantics, plus owner verification. |
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| **VS** | **[CODE]** `NativeLattice` is accepted for `VerticalShafts`, and uses resolved rooms and explicit tunnel paths. **[REPORT]** A native lattice fixture proves reachability and interval checks. [VoxelForgeCoreAdapter.cpp:159–171](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelForgeCoreAdapter.cpp:159) [L58 report:9–13](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Research/WorldAssemblerM3/Linux58/REPORT.md:9) | **[CODE SURVEY + REPORT]** The inspected recipe/planner is generic lattice graph support, not a shaft-specific planner for `FVerticalShaftParams`; the fixture report says its result is not an open vertical shaft. A shaft plan/open core and safe landings remain. The claim that there is no other dedicated planner is limited to the inspected adapter/Core route; the report independently confirms the visual gap. |
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**[INFERENCE] File counts from my prior answer were estimates, not counted changes.** For FI, the relevant implementation is already in `FloatingIslandsInternal.h`, `ShapeWorldInternal.h` and `VoxelForgeCoreAdapter.cpp`; first locate the selection mismatch before estimating edits. For TN, those same adapter/Core layers plus `VoxelStrateTypes.h` are the likely work area. For VS, expect those layers plus shaft-specific geometry and proof. Exact touched-file counts depend on whether existing records can represent the required parameter semantics.
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### FI cost: traced paths and falsifier
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There are three paths to keep separate:
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- **[REPORT] Current owner path:** L67 reports `compiled-analytic/FloatingIslands`, not native FI. In `ShapeWorldInternal.h`, that means `DensityAt` falls through the native probes to `AnalyticDensityAt`; its general field path uses `EffectiveRockDistance`, the local detail pass, and shared composition. [ShapeWorldInternal.h:3068–3099](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:3068) [ShapeWorldInternal.h:5343–5422](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:5343) **I have not proved that the L55/L60 FI timings isolate this exact evaluator.**
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- **[CODE] Unreal legacy generator path:** `BuildFloatingIslandStack` starts from void, adds `FIslandBlobSource`, roughness, fill and structural posts. `FIslandBlobSource` evaluates nearby hash-placed islands and contour warp. [VoxelGenerator.cpp:2630–2636](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelGenerator.cpp:2630) [VoxelDensityOpStack.cpp:2871–2935](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelDensityOpStack.cpp:2871) [VoxelDensityOpStack.cpp:9504–9533](/home/jahni/VoxelM/Plugins/VoxelForge/Source/VoxelForge/Private/VoxelDensityOpStack.cpp:9504)
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- **[CODE] Native FI path:** when selected, Core samples `FloatingIslandFieldV1`; near a mouth it may add a 27-tap smoothing filter and six neighbor probes. [ShapeWorldInternal.h:6592–6608](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:6592) [ShapeWorldInternal.h:6737–6800](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:6737)
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**[REPORT]** L55 attributes substantial worker work to grid and skirts: 36.414 worker-seconds of grid work and 2.787 of skirts across its 2,370-tile FI drain. These are worker-seconds for that fixture, not the current owner’s 1.503 s wall time. [L55 report:15–30](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Research/WorldAssemblerM3/Linux55/REPORT.md:15) R32’s optimistic calculation says removing all measured FI grid work from the L60 setup still leaves about 1.59 s; again, that is not the current owner path. [R32 report:41–45](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Research/WorldAssemblerM3/Research32/REPORT.md:41)
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So the defensible conclusion is **native FI is not yet demonstrated to be a speed fix**. I would revise that if a paired owner benchmark held camera, tile counts and clip settings fixed, logged `DensityDispatchPathAt`, and attributed time to field sampling, grid classification, meshing/normals and skirts. If native dispatch cut the same owner cold view to about 1 s without changing passage audits, that would disprove the current caution.
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### Passage and landing risk
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**Yes, a TN field migration could break a contract that L66–L68 just made pass.** The shared composer consumes the generator field before applying the boundary bands and passage carves; native graph caves also skip the legacy floor-cap stage. Changing the underlying field can therefore change support near a landing even if the passage plan and composer code stay untouched. [ShapeWorldInternal.h:1892–1920](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Core/src/ShapeWorldInternal.h:1892)
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L68’s three interfaces had 0 blocked, unsupported and grade failures, with wall ripple ≤3.5 cm and floor ripple ≤2.5 cm. [L68 report:11–21](/home/jahni/VoxelM/Plugins/VoxelForge/Standalone/Research/WorldAssemblerM3/Linux68/REPORT.md:11) Keeping the passage configuration fixed is necessary, but it does not prove the changed generator field preserves those results.
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## First-round brief for the implementer
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**Goal:** Add an explicitly opt-in native TN path for the owner’s current TN stratum. Compile its existing generation settings into a versioned native cave plan; keep legacy TN as the default until the owner plan passes all gates below. Do not change the shared passage planner or composer in this round.
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**Invariants:**
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- Account for every non-default owner TN setting in a field-by-field mapping. If the native graph cannot represent one, extend the recipe or reject native opt-in and leave legacy active. Do not silently drop it.
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- Hold the owner’s seed, strate bounds, resolved passage configuration, passage route and shared composition code fixed.
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- Keep FI and VS dispatch unchanged.
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- Do not promote TN if its changed field alters a landing or route contract.
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**Evidence required before enabling it on the owner asset:**
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- `DensityDispatchPathAt` reports `Caves-native` throughout the TN stratum; record the resolved manifest/layout identity and graph plan used.
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- Repeat the **full L68 passage audit across all three interfaces**, not just TN→VS: zero blocked/unsupported/grade failures and the same wall/floor ripple limits. Compare route and landing geometry with the fixed L68 plan.
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- Recheck reachability, headroom and grade, plus interval boxes against brute-force samples; false all-air/all-solid controls must still be rejected.
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- Verify deterministic hashes at W1/W8/W12 on both compilers.
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- Run five interleaved cold owner whole-view repetitions with stable tile counts; target a median at or below 1.0 s and report moving p50/p95 against the legacy baseline.
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Until those checks pass, native TN should remain an opt-in canary and the current owner recipe should remain on legacy dispatch.
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