docs(assembler): handoff for the abyss (Linux) research machine
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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# Handoff: speed research moves to abyss (Debian 13, i9-12900HK)
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Written 2026-10-19 by the Windows orchestrator (Claude) for the Claude instance on abyss.
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## Where things stand
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- Branch `assembler/world`. Rounds S3–S13 committed. Each round's report is `Standalone/Research/WorldAssemblerM3/Round*/REPORT.md`.
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Latest committed: S13 `87b0e5d` (Round17, a tile-cost breakdown, diagnostics only).
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- **S14 (Round18) is running on the Windows PC.** Its targets:
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- LOD0 marching cubes costs 243 ns/sample: find out what's inside it;
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- fix LOD4's column-cache misses (8,224 vs about 1,700);
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- add shared column pages only if they're still worth it.
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The Windows side finishes, reviews, commits and pushes it. Pull before you touch Core files.
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- **Current in-game numbers** (owner plan, BuildHost actor, 25 cm SurfaceWorld, owner's 5800X3D):
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- full set about 4.9 s (S7: 17.4 s);
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- walkable ring about 0.51 s;
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- LOD0 about 1.09 s;
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- 40 m/s ring 75/75;
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- about 29 worker-seconds over 8 TaskGraph background workers.
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- **Open levers, in rough order:**
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1. the S14 findings;
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2. a frequency-aware far detail cutoff. A global octave drop failed, and the 2 cm LOD-agreement gate rejects any far
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simplification, so a screen-space gate would need the owner's OK;
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3. visibility-aware scheduling in caves;
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4. RMC batching;
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5. per-strate voxel size;
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6. a disk terrain cache.
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The disk cache is approved as a FEATURE (multiplayer-compatible, compression tested), not as a speed fix.
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## Owner rules (non-negotiable)
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- **Writable scope:** the VoxelForge repo only. On abyss, ask the owner before installing system packages, UE or
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toolchains.
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- Never push `main`. Pushing `assembler/world` (and feature branches) is allowed.
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- **Byte-identical output vs earlier rounds is NEVER a gate.** The gates are:
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- determinism of the current build across worker counts;
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- no quality regression;
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- bump the recipe version when output changes.
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- **Speed is judged on the cold path** (nothing cached): walking, flying and 40 m/s running must be smooth on a
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first visit.
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- Changes go in the shared layer and must benefit every generator family.
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- Luna (Codex `gpt-6-luna`, effort max) implements; Claude orchestrates. Claude doesn't write code itself. Sol costs
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20× and is used only for short read-only design asks, with the owner's OK.
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- **Briefs:**
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- investigation rounds are open QUESTIONS answered with measurements, not directives;
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- give the goal, invariants and evidence bar, not the method;
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- be kind: credit what the last round got right.
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- Every brief says "Do not commit, push or stash". Claude reviews against the code and captures, then commits
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specific files (never files over 300 KB, never raw PNGs).
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- **Owner explanations:**
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- plain language, headline first;
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- say what he'll SEE or feel in game;
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- say what's measured vs inferred.
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- Plugin hard rules are in `CLAUDE.md`, plus `CODEMAP.md` and `ARCHITECTURE.md` (§8.10 protected invariants).
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## Codex launch (Linux)
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```
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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
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```
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- Launch it as a tracked background task, so you're notified when it ends.
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- **On "Selected model is at capacity":** wait 120 s, then resume with
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`codex exec resume <session id> -m gpt-6-luna ... -` and a short "continue where you left off" on stdin.
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- Watch for runaway processes (more than 40 min) and rounds longer than 6 h.
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## First round on abyss: Linux baseline (proposed)
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1. **Build.** Get the Core library (`Standalone/Core`) and its headless benchmark/audit/hash tools building with Clang
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on Linux. The Windows standalone uses MSVC plus a D3D11 viewer, so the viewer stays Windows-only.
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2. **Baseline.** Record the laptop baseline on its performance cores (plugged in, fixed power profile):
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- per-LOD tile cost (S13 counters);
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- standalone full clipmap;
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- W1/W8/W12 hashes.
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3. **Determinism.** Compare the hashes against Windows (Round17/Round16 list them). A Linux/Windows mismatch is a real
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multiplayer finding: dedicated servers usually run Linux.
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4. **Later, only if the owner agrees and provides UE 5.7 Linux plus his assets:** headless BuildHost (`-nullrhi`)
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tests on Linux.
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**Not transferable:** cache-size effects (24 MB vs 96 MB L3), thread/slot tuning, smoothness, captures. Those must be
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confirmed on the owner's Windows PC before they're claimed to him.
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