feat(explore): a commandlet -- 91x faster, and the first real PICTURE
Every experiment in this project cost a build + full-suite cycle. The
landing task took 52 of them over ~9 hours. And nobody could SEE the world:
every visual judgement all session was made on density SLICES -- diagrams,
not pictures. That is how a floor heaving 1.4 m every two metres got
described as "roughness visible but modest" while Jahni spotted it in
thirty seconds by walking it.
-run=VoxelForgeExplore, editor-only module, three modes, one build many runs:
render raymarched PNGs, fixed 0.25-voxel step + 10 bisection iterations
(NOT sphere tracing -- the op stack yields density, not a signed
distance, so a long step tunnels through walls). Three views, each
with a 1.76 m human marker in frame, because every scale mistake
here came from numbers with no body beside them.
walk an agent using the EXISTING VF player-fit stencil, never its own
movement model -- two definitions of "can a player stand here"
would drift and we could not tell which was lying.
export OBJ through the canonical UVoxelMarchingCubesMesher. No second
mesher; a forked meshing invariant is the bug this project keeps
paying for. 23.2 MB, 106,762 verts, 200,842 tris for 128^3.
⭐ THE NUMBER THAT JUSTIFIES IT: the full automation run takes 4,396 s
(73m16s). The commandlet does all three modes in 48.1 s wall, 5.9 s of
which is engine startup. ~91x faster. And I had guessed the suite cost
~90 s -- it is 73 MINUTES. The iteration loop was far more expensive than
I knew.
First real walk metrics on the Maze (seed 0, slot 4):
distance 214 m · tortuosity 4.98 · dead ends 0.935/100 m
narrow-gap events 0 · reachable fit fraction 3.01%
result NotConnectedAtThisResolution
Tortuosity ~5 is a genuinely winding route, which is right for a maze.
3% reachable is not.
Editor Development build clean. SHIPPING build clean with the receipt
containing VoxelForge and NOT VoxelForgeEditor -- the instrument cannot
reach a packaged game. Automation 32/32, 0 failed.
⚠️ Codex initially shipped this UNBUILT, and correctly: I omitted the
## Validation section from that spec, so it fell back to CLAUDE.md's
"NEVER build or compile". 100+ compile errors from three causes -- bare
TCondensedJsonPrintPolicy and TJsonWriter needing their template
arguments, and a missing UObject/Package.h. That include is the SECOND
miss this session, so CODEMAP §6 now carries the gotcha.
⚠️ Unrelated, found in passing: VoxelForge.uplugin does not declare
RealtimeMeshComponent although the runtime module uses it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV
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@@ -112,9 +112,10 @@ remains `0`, and lateral regions remain gated off.
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### 3.1 Module & build
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| File | Role |
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|------|------|
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| `../../VoxelForge.uplugin` | Plugin manifest. One Runtime module `VoxelForge`. Beta. |
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| `../../VoxelForge.uplugin` | Plugin manifest. Runtime module `VoxelForge` plus the Editor-only `VoxelForgeEditor` commandlet module. Beta. |
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| `VoxelForge.Build.cs` | Deps: Core, CoreUObject, Engine, **GameplayTags**, **RealtimeMeshComponent**. |
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| `Public/VoxelForgeModule.h` / `Private/VoxelForgeModule.cpp` | `FVoxelForgeModule` boilerplate (Startup/Shutdown just log). |
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| `Source/VoxelForgeEditor/VoxelForgeEditor.Build.cs` / `Private/VoxelForgeExploreCommandlet.*` | Editor/commandlet-only `-run=VoxelForgeExplore`; owns bounded render/`VF_` walk/OBJ export orchestration and is not linked by Game/Shipping. |
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| `Public/VoxelStats.h` / `Private/VoxelStats.cpp` | `stat VoxelForge` DWORD counters for tile classification, skipping, meshing, operator-stack verdicts, and cave-bail diagnosis. The former ambiguous `Cave Bail Not Op Stack` is split into `Sole Slot`, `Boundary Tile`, `No Layout`, and late `Recheck` counters, so each increment names one guard/context. |
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### 3.2 Foundational types — `Public/VoxelTypes.h` (no UClass, everyone includes it)
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@@ -400,6 +401,16 @@ No UObject state, cache, actor, world, or PIE is required.
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| `VF_MeasureStrate` | One-grid/one-flood-fill strate metrics; resolves either the legacy centered square or the two-point fitted AABB, and refuses invalid bounds or a grid over `MaxCells`. |
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| `VF_AreConnected` | Coarse 6-connected BFS plus deterministic blocked-edge retries, with a full-resolution air recheck for every candidate route and explicit endpoint-solid, out-of-window, `NotConnectedAtThisResolution`, `CoarseLiedBudgetExhausted` (unknown), and connected outcomes; diagnostics include endpoint component facts and the retry count from that same grid. |
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| `VF_DiagnoseConnectivity` | The same query plus each mouth's air-component size/share and exact geometric distance to the nearest cell of the other component; proximity is measured in coarse-cell coordinates and does not claim a route through solid. |
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| `FVoxelPlayerFitWalkReport` / `VF_MeasurePlayerFitWalkWithSampler` | Editor-only experiential instrument over the existing exact `VF_` capsule/floor-fit mask: deterministic graph-walk distance, dead ends, reachable fit volume, and a labelled narrow-gap proxy; no second movement model. |
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`VoxelForgeExploreCommandlet` builds a transient, fixed-definition world and calls the production
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`UVoxelGenerator::GetDensityAt` and `UVoxelMarchingCubesMesher::GenerateMesh` paths. `render` uses
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fixed density samples (default 0.25 voxel) with bisection at sign crossings instead of sphere tracing;
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`walk` uses `VF_MeasurePlayerFitWalkWithSampler`; `export` calls the canonical 32³ mesher in a
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deterministic tile grid (four tiles per axis for the 128³ default), streams only its returned tile
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arrays into metre-space OBJ plus `manifest.json` (canonical UVs remain voxel-space), and never retains the full region mesh. Output JSON/manifest are emitted by fixed-order writers and compared with a second
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serialization before it is written. The commandlet keeps `WorldRadiusVoxels=0`, does not touch an
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authored asset or diff layer, and refuses bounded-grid/export requests before allocating them.
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### 3.7 Cave morphology (SDF rooms/tunnels) — `Public/VoxelCaveMorphology.h` + `.cpp`
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Header is rich with inline docs. Two namespaces + a per-chunk cache system.
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@@ -794,6 +805,8 @@ Stage order (negative=solid throughout). Each stage's anchor:
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are dropped in `ProcessPendingChunks`. Always carry the epoch through new async paths.
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- **Generated code** under `Intermediate/` and `Binaries/` is build output — never edit.
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`*.generated.h` / `*.gen.cpp` are UHT output for the `UCLASS`/`USTRUCT` above.
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- **`UPackage` completeness:** files that call `NewObject(..., GetTransientPackage(), ...)` must include
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`UObject/Package.h` directly; files that do not include `VoxelForgeTestFixture.h` do not get it transitively.
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---
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