diff --git a/Standalone/Research/WorldAssemblerM3/HANDOFF-ABYSS.md b/Standalone/Research/WorldAssemblerM3/HANDOFF-ABYSS.md new file mode 100644 index 0000000..f302a5e --- /dev/null +++ b/Standalone/Research/WorldAssemblerM3/HANDOFF-ABYSS.md @@ -0,0 +1,78 @@ +# Handoff: speed research moves to abyss (Debian 13, i9-12900HK) + +Written 2026-10-19 by the Windows orchestrator (Claude) for the Claude instance on abyss. + +## Where things stand +- Branch `assembler/world`. Rounds S3–S13 committed. Each round's report is `Standalone/Research/WorldAssemblerM3/Round*/REPORT.md`. + Latest committed: S13 `87b0e5d` (Round17, a tile-cost breakdown, diagnostics only). +- **S14 (Round18) is running on the Windows PC.** Its targets: + - LOD0 marching cubes costs 243 ns/sample: find out what's inside it; + - fix LOD4's column-cache misses (8,224 vs about 1,700); + - add shared column pages only if they're still worth it. + + The Windows side finishes, reviews, commits and pushes it. Pull before you touch Core files. +- **Current in-game numbers** (owner plan, BuildHost actor, 25 cm SurfaceWorld, owner's 5800X3D): + - full set about 4.9 s (S7: 17.4 s); + - walkable ring about 0.51 s; + - LOD0 about 1.09 s; + - 40 m/s ring 75/75; + - about 29 worker-seconds over 8 TaskGraph background workers. +- **Open levers, in rough order:** + 1. the S14 findings; + 2. a frequency-aware far detail cutoff. A global octave drop failed, and the 2 cm LOD-agreement gate rejects any far + simplification, so a screen-space gate would need the owner's OK; + 3. visibility-aware scheduling in caves; + 4. RMC batching; + 5. per-strate voxel size; + 6. a disk terrain cache. + + The disk cache is approved as a FEATURE (multiplayer-compatible, compression tested), not as a speed fix. + +## Owner rules (non-negotiable) +- **Writable scope:** the VoxelForge repo only. On abyss, ask the owner before installing system packages, UE or + toolchains. +- Never push `main`. Pushing `assembler/world` (and feature branches) is allowed. +- **Byte-identical output vs earlier rounds is NEVER a gate.** The gates are: + - determinism of the current build across worker counts; + - no quality regression; + - bump the recipe version when output changes. +- **Speed is judged on the cold path** (nothing cached): walking, flying and 40 m/s running must be smooth on a + first visit. +- Changes go in the shared layer and must benefit every generator family. +- Luna (Codex `gpt-6-luna`, effort max) implements; Claude orchestrates. Claude doesn't write code itself. Sol costs + 20× and is used only for short read-only design asks, with the owner's OK. +- **Briefs:** + - investigation rounds are open QUESTIONS answered with measurements, not directives; + - give the goal, invariants and evidence bar, not the method; + - be kind: credit what the last round got right. +- Every brief says "Do not commit, push or stash". Claude reviews against the code and captures, then commits + specific files (never files over 300 KB, never raw PNGs). +- **Owner explanations:** + - plain language, headline first; + - say what he'll SEE or feel in game; + - say what's measured vs inferred. +- Plugin hard rules are in `CLAUDE.md`, plus `CODEMAP.md` and `ARCHITECTURE.md` (§8.10 protected invariants). + +## Codex launch (Linux) +``` +codex exec -m gpt-6-luna -c model_reasoning_effort="max" -c sandbox_mode="workspace-write" -c tools.web_search=true - < brief.md > out.log 2>&1 +``` +- Launch it as a tracked background task, so you're notified when it ends. +- **On "Selected model is at capacity":** wait 120 s, then resume with + `codex exec resume -m gpt-6-luna ... -` and a short "continue where you left off" on stdin. +- Watch for runaway processes (more than 40 min) and rounds longer than 6 h. + +## First round on abyss: Linux baseline (proposed) +1. **Build.** Get the Core library (`Standalone/Core`) and its headless benchmark/audit/hash tools building with Clang + on Linux. The Windows standalone uses MSVC plus a D3D11 viewer, so the viewer stays Windows-only. +2. **Baseline.** Record the laptop baseline on its performance cores (plugged in, fixed power profile): + - per-LOD tile cost (S13 counters); + - standalone full clipmap; + - W1/W8/W12 hashes. +3. **Determinism.** Compare the hashes against Windows (Round17/Round16 list them). A Linux/Windows mismatch is a real + multiplayer finding: dedicated servers usually run Linux. +4. **Later, only if the owner agrees and provides UE 5.7 Linux plus his assets:** headless BuildHost (`-nullrhi`) + tests on Linux. + +**Not transferable:** cache-size effects (24 MB vs 96 MB L3), thread/slot tuning, smoothness, captures. Those must be +confirmed on the owner's Windows PC before they're claimed to him.