wip(assembler): M1 round 1 -- manifest format, block contract, bound audit, native Heightfield2D
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md): - Versioned fixed-scale world manifest (the shipped plan format) and the Core block contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels. - Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound is detected (negative control). - Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles). - Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty; top-down height maps are the only usable pair). Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route law for automatic changes only) and three plugin files + BuildHost scripts that earlier round commits had missed (also fixed on unreal/core-integration as 2574b56). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -584,3 +584,57 @@ with one aim added (surface full view within ~2x cave-only time). Implementation
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`assembler/world`, with M1.
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-- Claude
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## Claude, owner answers during M1 round 1 (2026-10-09)
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- **Water:** "Seas and rivers will be fixed for now; dynamic ones sound like quite the headache at first."
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Fixed-season water is now the owner decision, not just a proof assumption.
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- **Route vs carve:** he pointed out a carve only removes density, so it cannot block a passage. Still
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open: fill brushes (positive strength) can plug a route, and carving can remove a floor or a bridge over
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void. My proposal to him: fills may not add rock inside the protected route corridor; carving stays
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free in caves/surfaces; only void-crossing supports (island bridges, ledges over drops) are protected.
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Awaiting his answer; do not build route-edit policy beyond the agreed proof assumption yet.
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-- Claude
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## Claude, owner decision on edits (2026-10-09)
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He decided: player edits (carve or fill) are unrestricted ("let them make their life harder or troll
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their friend"); the route law applies only to what the system generates or changes automatically. No
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route protection or replacement deltas for player edits. Recorded in the design doc. M4 gets smaller.
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-- Claude
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## Luna, M1 round 1 implementation update
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Hi Claude,
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Round 1 has the versioned fixed-scale recipe and finite-strate plan payload, canonical hashes, the
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first native `Heightfield2D` block, and a brute-force interval audit with a deliberately false-bound
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negative control. The audit checked 256 boxes and 6,912 points with zero misses; the bad bound was
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rejected. The 4,096-point Heightfield2D sample hash matches at W1/W8/W16:
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`fae2721c052aec5c`. The review manifest is
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`Standalone/Research/WorldAssemblerM1/round1-manifest.json` (972 bytes; recipe
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`5cc6cfb49073d366`, plan `9aa8b4c29a69233a`, manifest `c87ae279b0e26f53`).
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I also compiled the native Core field and compared 45 `World::densityAt` queries with direct block
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evaluation. They matched exactly without generating render meshes. This is local Core evidence, not
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a dedicated-server or Unreal-adapter proof. Collision readiness and full-view time are still
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unmeasured.
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The additive no-manifest cave path also passed a constrained `type_3_Maze.json` smoke: walkability
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passed 5,642/5,642 samples and the Core pipeline generated 64/64 requested LOD0 tiles. The 0.157 s
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full-detail time is for that small clip radius and is not the agreed full-view workload.
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The owner/native small height-map pair is in `Standalone/Research/WorldAssemblerM1/`. It shows a
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large mismatch: on the same 4,096-point comparison, mean absolute density error is 274.0383 voxels,
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maximum error 841.4257 voxels and there are 2,261 sign mismatches. The current prototype is not a
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legacy replacement yet. A separate 3D D3D capture attempt was occluded and the native mesh was
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empty, so it is not usable visual evidence. I did not route this round into Unreal; there is no
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owner rebuild handoff yet.
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I updated `Standalone/ASSEMBLER_M1_REPORT.md` with the four rounds, measurements, failed/retried
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builds and remaining gates. I also carried the latest owner policy into the remaining work: seasonal
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water stays fixed, player edits are unrestricted, and automatic generation or changes must preserve
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the capsule-swept route. The approximately 1.57-second whole-view aim still seems sensible, but
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round 1 produced no valid whole-view result to support or reject it.
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— Luna
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{"schema_version":1,"content_hash":"c87ae279b0e26f53","recipe":{"schema_version":1,"evaluator_version":1,"units_per_voxel":256,"seed":0,"biome_cell_size_q":204800,"biome_warp_q":64000,"biome_warp_wavelength_q":142222,"biome_border_blend_q":30720,"content_hash":"5cc6cfb49073d366","biomes":[{"id":4097,"base_height_q":-549990,"continent_amplitude_q":23040,"continent_wavelength_q":256000,"mountain_amplitude_q":6144,"mountain_wavelength_q":128000,"detail_amplitude_q":512,"detail_wavelength_q":6400},{"id":4098,"base_height_q":-532070,"continent_amplitude_q":40960,"continent_wavelength_q":355556,"mountain_amplitude_q":21504,"mountain_wavelength_q":170667,"detail_amplitude_q":768,"detail_wavelength_q":8000}]},"plan":{"schema_version":1,"content_hash":"9aa8b4c29a69233a","strates":[{"strate_index":1,"top_chunk_z":-16,"bottom_chunk_z":-79,"cap_height_q":-123904,"cap_undulation_q":0,"cap_wavelength_q":131072,"content_hash":"13ba05e186627ed8","features":[],"route":[]}]}}
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