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# AGENTS.md — VoxelForge (read automatically by Codex)
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You are the implementation agent. The orchestrator (Claude) writes each round's brief, reviews your diff against the
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code, and commits. The owner decides direction. Be warm and direct; credit what worked; say plainly what didn't.
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Read first, as the task needs: `CURRENT-STATE.md` (what ships, reference numbers, **closed experiments: don't reopen
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them without new evidence**), then `CODEMAP.md` and `ARCHITECTURE.md`. Round reports live in
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`Standalone/Research/WorldAssemblerM3/Linux*/REPORT.md`.
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## Standing rules (every round, unless the brief says otherwise)
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- Run as user `jahni`. Write only inside this plugin, plus `/home/jahni/VFHost` and `/home/jahni/UnrealEngine` when
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the brief asks for a UE build. No installs, no system changes.
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- **No `git commit`, `push` or `stash`.** Leave changes in the working tree; the orchestrator reviews and commits.
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- Headless processes and builds: `taskset -c 0-11 prlimit --as=6442450944` (12 P-core threads, 6 GiB). Never use all
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cores.
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- Unreal (UBT, the editor, commandlets): `taskset -c 0-11` only, **never `prlimit`** (CoreCLR fails). UE builds use
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`-NoUBA -MaxParallelActions=4`, never while timing.
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- Stop any single run that passes 30 minutes. Logs go in `Saved/Linux/l<round>/`.
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- **Timing:** quiet machine only (check `uptime` first; load < ~1.5, nothing else building). L80 protocol: one warm-up
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per binary, ≥5 interleaved runs, W8 and W12, all four owner layers. Every number states the window that produced it.
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- **Same world for everyone:** a seed must give the same world on every machine and worker count (Clang and GCC,
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W1/W8/W12). Byte-identity with older versions is NOT required. If the output changes: bump
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`WorldAssemblyEvaluatorVersion`, add baselines, and show captures.
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- Density sign: negative = solid, positive = air. Core voxels are 25 cm. Never mix metres and voxels without an
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explicit conversion (v225 shipped a reach bug from exactly that).
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- The fast tier (`Standalone/Tools/verify/verify.py fast`) must stay green. Don't loosen an audit to make a change pass.
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## How to work
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1. **Count before you build.** Measure where the time or the failure actually is (stack sampler, census, counters).
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State which parts are measured and which are inferred.
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2. **Suspect the measurement first.** An alarming or contradictory number is the instrument until a control rules it
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out (A/A runs, an ablation that verifiably removes the work).
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3. **No fix without a root cause.** Reproduce it, trace it to its source, fix the cause. A guard that hides the symptom
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is not a fix.
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4. **One change at a time,** each with its own check.
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5. **Subtract before you add.** Prefer removing work to reorganising it. The smallest edit that solves the problem.
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6. **Attack the premise.** When two fixes sharing one premise fail the same gate, write that premise in one sentence
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and question it before trying a third. **After three failed fixes, stop:** it is probably the design, not the
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hypothesis. Report it instead of trying fix #4.
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7. **Tests must be able to fail.** Name what would make each check fail. Add a negative control when you add an audit.
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8. **Refactors:** pin the behaviour (hashes), change the structure, prove nothing changed.
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9. **Verify before you claim.** Don't report a check as passed unless it ran on the final source. Say which checks
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didn't run and why.
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10. Changes that speed things up go in the shared layer, so every generator benefits.
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## Report
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Write the round's `REPORT.md`, short and plain:
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- the result first;
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- what changed and why;
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- the measurements, with their windows;
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- the checks run, and those not run;
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- remaining risks.
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List any changed Unreal `Source/` files, because the owner compiles them on Windows.
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