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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Fr0zkaandClaude Opus 5.5 committed 2026-10-19 16:11:06 +02:00
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# 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 <session id> -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.