to-be-examined
198
Commits
| Author | SHA1 | Message | Date | |
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adb34dffa9 |
feat(passages): passages are D-tunnels now -- legacy support writer fires ZERO
The owner was right and said so plainly: "the tunnels should be a flat D with then a
bit of noise added, as it's most basic shape -- this alone should make all tunnels not
over X steepness to be walkable." Codex had reached the same conclusion from the other
direction ("the native fix is to author the inter-strate passage floor profile during
passage construction"); it had measured the current position while he described the
destination. This is that refactor.
Walkable inter-strate passages now bake their floor profile and bounded relief during
GeneratePassages. Evaluation composes a D-shaped SmoothMax floor, with final MC
ownership after the generic writers -- the same ordering fix that made the tunnel floor
native in
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4f8b4a9a27 |
fix(gen): the phantom terracing is the PASSAGE support writer -- plus a region verdict cache
The owner played the build and reported four things. Three are answered with evidence, one is disproven, and my own leading hypothesis was wrong. ⭐ 1. THE PHANTOM TERRACING IS NOT MARCHING-CUBES ALIASING He reported stairs surviving with bTunnelFloorTerracingEnabled = false. I suspected MC lattice aliasing on a near-planar floor; I was wrong. An A/B over the same mesher, counted in pixels: graph-tunnel floor removed 2,813 / 147,456 px changed 1.91% passage support removed 25,695 / 147,456 px changed 17.43% ⇒ The bands are the INTER-STRATE PASSAGE SUPPORT WRITER, which is independent of the tunnel terracing flag. That is exactly why turning terracing off did nothing: he was disabling the wrong system. FCaveTerraceMod is inactive (TerraceStepHeight=0) and was never involved. ⚠️ It cannot simply be switched off. With it disabled: fit 20,804 -> 20,511, walk-reachable 10,884 -> 7,525, components 260 -> 272. Route still connected, but a third of reachable space gone. It stays as a correctness backstop. The native fix is the same pattern we just applied to tunnels: author the inter-strate passage floor profile during passage CONSTRUCTION. Codex judged that refactor too large to risk this round and said so rather than attempting it. MC aliasing remains theoretically possible at shallow angles (Lorensen & Cline 1987), but the same-mesher A/B proves our writer dominates. Dual Contouring (Ju et al.) was considered and rejected as a disproportionate mesher/topology change. 2. THE ROUGHNESS COST DEFECT DOES NOT EXIST -- my hypothesis, cleanly disproven FBM 2.91s / 66.92% skips · Ridged 2.85s / 66.53% · Mixed 2.92s / 66.82% Cellular 2.99s / 66.43% · FBM frequency 0.025-0.5: 2.88-2.99s, 66.80-67.04% I predicted a shared bound across noise types collapsing the classifier. The code already carries separate conservative bounds per type. No roughness code was changed. ⇒ Whatever the owner saw is not steady-state export cost. Most likely the in-editor regeneration a parameter change triggers, which is the full-rebuild cost, not the per-sample cost. Worth confirming with him. 3. ROOM MOUTH RISE -- his idea, implemented, off by default RoomMouthRiseBlendVoxels, default 8.0 blend 8 fit 20,804 reach 10,884 40,429 v / 75,416 t capability-NEUTRAL blend 24 fit 20,792 reach 10,874 40,337 v / 75,232 t REJECTED, loses capability Relief preserved at blend 8 (dihedral p50 2.5584, p90 33.7191). The chosen camera did not see a mouth bench, so no visual claim is made. 4. ⭐ VERDICT CACHE WITH REGION REUSE -- answers "why re-prove what we proved?" 130 classification calls -> 1 store, 129 hits, of which 128 ENCLOSING-REGION hits. The region level is the one that matters: deep rock is empty thousands of chunks at a time, and one proof over a large box now serves all of them. Soundness, which is the whole risk (a stale "empty" silently deletes geometry): 512-entry bounded LRU; stores ONLY AllAir/AllSolid, never Mixed; key includes seed, layout/lifetime id, params fingerprint, diff version, density/seal settings, support mode, lattice step, origin and extent; dynamic season/composer/terrain-op/biome configs FAIL CLOSED and bypass reuse. Deliberately session-resident, not on disk -- cross-process persistence cannot serialise all asset/layout/edit state safely yet. VERIFIED BY ME: build 0 errors; export 1.353 / 1.430 / 1.432 s ( |
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2260c4d47a |
perf(gen): the floor is finally NATIVE -- clamp 29,634/29,634 -> 0, and the 551ms empty tile is dead
Two targets, both hit, and the second is the biggest in-game win since the interval work. 1. THE FLOOR IS NO LONGER PATCHED IN The audit proved the backstop was doing the work: TunnelAuthoredFloorProtectionClamps fired on EVERY authored floor sample while the named fallbacks fired zero. The cause, in its own words, was that the stack composed the floor before the common disturbance/passage writers, so every sample looked like a post-hoc clamp. The floor is now composed ONCE, after those writers, at the final MC boundary. The clamp inside the operator stack is deleted; the metadata stays on the sample for the hand-off and for diagnostics but may no longer modify density. clamp fires 29,634 / 29,634 -> 0 player-fit cells 20,804 (unchanged) walk reachable 10,884 (unchanged) connectivity arrival -> departure, Connected geometry SHA-256 b3e5f4c3..9b377 IDENTICAL to |
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5156084cac |
audit(gen): which post-hoc ops are tunnel-floors in disguise -- and the X+2A budget is unsound
The owner's framing for the night: "if it sees performance opportunity by unifying
some process that should be, or like the tunnels, have it be native more than patching
it after generation". This is the audit. No generator behaviour changed; the only code
here is request/generation timing instrumentation in VoxelWorld.
STRUCTURAL-POST AUDIT -- verdict per operator
FBoundarySealOp 0.000011 us/sample KEEP. A boundary condition, not a workaround.
FXYEdgeSealOp 0.000054 us/sample KEEP. Domain constraint; identity today with
WorldRadiusVoxels=0.
FOriginSpineOp 0.000588 us/sample PARTLY family, but origin anchoring and
ordering are special.
FPassageCarveOp 0.019977 us/sample Could share the volume/floor representation,
but its boundary-crossing order and
current-density carve are load-bearing.
floor protection 0.061298 us/sample ⭐ THIS IS STILL THE REAL PATCH.
TunnelAuthoredFloorProtectionClamps fired 29,634 / 29,634 -- every authored floor
sample -- while the named support/room fallbacks fired ZERO. So the backstop is not
a rare safety net; it is doing the work, and the tunnel floor is not yet native.
⭐ AND IT NAMED THE PATH OUT, which I had not seen: the floor is authored at build time
but LATER WRITERS can still refill or erase the clearance, so a clamp re-asserts it.
Native means either composing the floor AFTER all writers, or making every later
writer floor-aware with a proof it cannot violate the invariant. Removing the clamp
today would be unsafe. It did not remove it.
PRIMITIVE FAMILY -- valid, but my proposal was too crude
Algebraically sound: solid + floor via SmoothMax + bounded relief + smooth union.
Rooms, swept tunnels, landing rooms and some passages can share a cached
walkable-volume DESCRIPTOR (shape/profile, baked floor, relief params, mouth/room
ownership, capability metadata).
⛔ But they should NOT become one undifferentiated operator: tunnels are swept
multi-segment chains, passages cross structural boundaries, origin landings have
special finite geometry, seals are domain conditions. Flattening those would WEAKEN
interval proofs and operation ordering -- the opposite of what I hoped unification
would buy. Renaming the passage carve would not help either; it Lerps against
incoming density, so its global bound stays unbounded regardless.
X + 2A CLEARANCE BUDGET -- SETTLED, AND IT IS UNSOUND AS SPECIFIED
A surface-displacement budget needs BOTH an upper bound on field perturbation AND a
lower bound on the gradient near the zero surface. The second fails at flat or
degenerate crossings, and the current-density Lerp/Min operators make a global bound
unavailable. Perlin derivative bounds alone do not fix it.
⇒ Usable only inside separately proven primitive regions; elsewhere the validator and
backstop must stay. The owner and I both assumed interval propagation already gave
us this. It does not, and now we know why rather than just that.
ITEM ZERO -- the suspected in-game regression: NARROWED, NOT CONFIRMED
Queue wait is real, but meshed latency is primarily GENERATION time, not queue. One
EMPTY LOD0 generation took 551.7 ms, so it is not pure queue saturation either.
RoomGraphSource measures 0.278939 us/sample, which cannot explain a 400-1000 ms mesh.
Codex declined to call it a confirmed code regression on this data. Still open, and
it now points at the known-unsolved LOD0 mixed-classifier fallback rather than at the
floor work.
REFERENCE ARCHETYPE -- costs, and a correction to my arithmetic
CorridorRadius 12.5 voxels is a 6.25 m DIAMETER (I said 3.1 m), and validation caps
it at 16 voxels. The 15-20 m reference hall needs a separate gallery archetype or a
larger cell-size budget; raising the value violates current lattice/wall assumptions.
FCaveTerraceMod is a true no-op disabled (0.000531 us/sample); enabled it adds two
cached SDF probes, estimated lower bound ~0.56 us for a qualifying sample -- estimated,
not measured. Columns belong to slab generation; TunnelNetwork needs a baked column
op. Water is presentation, not rock density, and null-RHI cannot price it.
Build 0 errors. No RMC files, links, historical checkouts or logs touched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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8e42d6d807 |
feat(tunnels): floor authored at BUILD time, room clips tunnel, climb tier added
The round the owner asked for, with three corrections from Codex that are worth more
than the features.
WHAT LANDED
- The complete tunnel floor profile is authored into FCachedTunnel during
BuildChunkCache, not derived per sample. This was his point: "it should be done at
creation time, since it knows its destination."
- Room floor ownership blends/clips the tunnel floor at mouths -- his A > B boolean.
- The traversal validator gained a climb tier, structured exactly as agreed:
bWalkOnlyCanReachDeparture / bClimbCanReachDeparture kept SEPARATE, with
WalkOnly / Climb / MineRequired cell counts reported alongside.
The comment in the header states the contract: "The primordial capability contract
is walk-only... climb is reported as a separate tier and never makes the hard
connectivity verdict pass." That is the distinction we wanted: reporting tiers, not
permission.
- Floor controls exposed under Cave Morphology|Tunnels|Floor.
⚠️ CORRECTION 1 -- LARGE LEDGES ARE NOT CAPABILITY-SAFE YET, so they stay opt-in.
default (preference 0) fit 20,804 walk reach 10,884 0 ledges
preference 2 fit 20,765 walk reach 10,712 360 ledges
Ledges cost 172 walk-reachable cells. Codex kept preference 0 (the old staircase) as
the default rather than shipping the owner's preferred look at the price of walkable
space, and led its report with that. Correct call.
⚠️ CORRECTION 2 -- THE BACKSTOP STILL CANNOT GO. Support/room fallback counters were
zero, but the structural protection clamp fired on 31,017 of 31,017 authored floor
samples -- 100%. So the shape is still not correct by construction; the clamp is
doing the work. Instrumenting it was the right move: we now have a number instead of
an argument.
⚠️ CORRECTION 3 -- THE "X + 2A" CLEARANCE BUDGET IS NOT IMPLEMENTABLE AS I SPECIFIED.
Interval propagation bounds FIELD VALUES, not SPATIAL DISPLACEMENT. Deriving A needs
a proven Lipschitz/influence bound for every post-operation, which we do not have.
Both the owner and I assumed the interval work already gave us this; it does not.
The idea is still right, the prerequisite is a displacement bound.
MEASURED BY ME: build 0 errors; export 1.365 / 1.357 / 1.420 s (checkpoint was
1.321 / 1.357), flat within noise; 153,346 triangles.
ALSO MEASURED THIS ROUND
- Edit cost: 8 affected chunks, 195.5 ms total -- generation 195.471 ms, apply 0.059,
diff 0.020, queue 0.001. It is full level-0 regeneration; a dirty-mesh path needs
partial section support that is unavailable without modifying RMC.
- Streaming caps: effective generation cap 14, pending max 14, CAP HIT. Mesh applies
per frame 4 (not hit), 2 ms apply budget (not hit), unloads 6 (not hit).
⇒ The generation core cap is what binds during startup fill.
- Peak export RSS 1.70 GB (was 19.5 GB before the memory work).
- LOD4 empty outliers gone. LOD0 not solved: 4,600 empty tiles at 3 us median, but 11
mixed-classifier fallbacks over 100 ms, max 554 ms -- verdict=Mixed, then the full
mesher, producing no triangles.
⚠️ UNVERIFIED AND CONCERNING: the reported in-game meshed times are far worse than
412a7ad's -- p50 498.8 ms vs 115 ms, p95 1.227 s vs 410 ms, max 1.974 s vs 844 ms.
The samples differ (9,336 ready events vs 841 requests, different traversal, possibly
queue wait included), and the export path is flat, so I do not know whether this is a
real regression or a different measurement. I have NOT reproduced it myself. It is
the first thing the next round must settle.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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e91f1c44bb |
wip(tunnels): checkpoint -- floor parameters exposed, round cut short by Codex credit limit
⚠️ THIS IS A CHECKPOINT, NOT A FINISHED CHANGE. The agent hit its usage limit
mid-round (locked out until 2026-09-15) after compacting its context, and never
filed a report or capability numbers. Committing so 1,344 lines are not left
uncommitted for five days. Verified by me only to the extent stated below.
WHAT LANDED
The tunnel floor controls are now real strate parameters under
"Cave Morphology|Tunnels|Floor", which is what the owner asked for -- hand-made
assets can tune them and the composer can roll them later:
bTunnelFloorEnabled true
bTunnelFloorTerracingEnabled true
TunnelFloorTerraceStepHeight 1.71 voxels (the existing 42.75 cm riser)
TunnelFloorMaxLedgeHeight 12.0 voxels (3 m -- climbable, not walkable)
TunnelFloorGentleSlopeThreshold tan(44 deg)
TunnelFloorLedgeCountPreference 0 (0 = old per-segment staircase;
>0 = whole-chain ledge policy)
TunnelFloorMaxLedges 4096
⭐ So the staircase-vs-ledges question the owner raised is now answerable IN THE
EDITOR without a rebuild: set LedgeCountPreference to 2-3 and the whole-chain
policy takes over from the per-segment one.
VERIFIED BY ME
build 0 errors
export, 2 runs 1.321 / 1.357 s (
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ce53552543 |
perf(relief): column cache for floor noise -- 8.5%, and my "it's 2D" premise was wrong
I predicted this would recover the D-section's 30% outright, on the grounds that the
floor relief is FMath::PerlinNoise2D and therefore a function of (X,Y) only, so every
voxel in a column recomputes the same pair of octaves. Codex checked the premise and
it does not hold:
production applies a 3D CAVE WARP before the floor is evaluated, so the warped X/Y
fed to the noise change with Z. A world-XY cache would have changed the field.
That is the third arithmetic prediction of mine that did not survive contact with the
code (after the double->float round-trips, and "the candidate scan is the last big
win"). Recording it because the pattern is consistent: I keep reasoning about cost
from a call site instead of from the data flow reaching it.
WHAT WORKS INSTEAD
Cache keyed on actual SDF-domain integer columns plus feature, owner, seed and
frequency -- correct in the warped domain, where world-XY is not. Fixed size, 32,768
entries, ~1.25 MiB per worker, no per-tile or per-region retention.
28,154,092 column lookups
25,842,374 hits / 2,311,718 misses (91.8% hit rate)
71,133,837 conservative relief skips (amplitude bound, only where SmoothMax is
provably the identity)
77,109,353 actual two-octave evaluations
my build, 3 runs: 1.384 / 1.405 / 1.415 s (
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ff8bd7a8bc |
feat(tunnels): tunnels get the floor rooms always had -- capability up, 30% slower (fix known)
The owner asked the question that unlocked this: "isn't the floor cut a modification
made to rooms afterward, instead of having them be naturally like so?"
Reading the code answered it, and the answer was that rooms and tunnels were built on
OPPOSITE principles:
room = SmoothMax(sphereSDF, floorHalfSpace), floor part of the SHAPE, evaluated
in one pass, with two octaves of Perlin relief already on the floor height
(FloorReliefStrength / RoomFloorCutMin=0.70, hash-rolled per room)
tunnel = a bare capsule with NO floor, then CaveTunnelFloorOp + support columns +
IsTunnelSupportFloorWorldPoint asserting a slab in afterwards
That is why tunnels read as "forced flat" and rooms never did, and why the previous
conditional-floor round could only find 1,539 skips in 1.5M tests: it was optimising
a correction instead of removing the need for one.
WHAT LANDED
Corridors now use a swept SmoothMax(capsule, floor): endpoint floor heights derived
from the rooms they join, deterministically interpolated along the control chain, the
existing two-octave relief reused (not reimplemented) and faded at mouths, and
TERRACES where a room-to-room transition is too steep -- risers capped at 1.71 voxels
(42.75 cm), with relief disabled on risers so the step bound holds.
player-fit cells 20,153 -> 20,835 (+682)
reachable cells 10,483 -> 10,901 (+418)
connectivity connected, both; mouth gap 0
vertices/tris 40,623/75,776 -> 40,429/75,416
dihedral p50/p90 2.5429/33.8499 -> 2.5529/33.7191 deg
Capability went UP, which is the point: the shape now provides what the correction
was faking, and it reaches places the slab did not.
RETIRED: the 1.5M-call natural-floor validator and its counters, plus the now-dead
CaveTunnelFloorOp / CaveTunnelAirOp implementations and profiler labels.
NOT retired: the finite support-column backstop. Removing it failed hard --
19,097 fit, 396 reachable, DISCONNECTED. It stays, and Codex was right not to force it.
⚠️ THE HONEST COST: 30% SLOWER
my own build, 3 runs: 1.509 / 1.542 / 1.543 s (was 1.118 / 1.131 / 1.197 s)
Well above the 17% noise floor. The relief evaluation is what costs.
⭐ And the fix is already identified: the relief is `FMath::PerlinNoise2D` -- a
function of (X,Y) ONLY -- yet it is evaluated per 3D sample. That is exactly the bug
pattern the support floor had, where making the decision per-column took it from
2.29 to 0.138 us/sample (16x). Caching relief per XY column should recover most or
all of the 30%. Next round.
Renders confirm the floors now undulate gently instead of presenting a flat plane;
the global relief metric is wall-dominated and inconclusive, and Codex correctly
declined to claim the visual complaint solved on that basis.
Determinism holds: both final runs hash 4520DC6F with canonical repeat equality.
Analytically the authored floor profile is bounded by tan(44 deg) including the
Perlin derivative and mouth envelope; the full post-modifier SDF still is not
provable, so the player-fit audit stays.
Build 0 errors. Nothing outside Plugins/VoxelForge; RealtimeMeshComponent untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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383ec86c37 |
perf(apply): stutter is NOT the game thread -- and the flat floor cannot be relaxed
Two things the owner reported from playing |
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412a7ad219 |
perf(game): the path he actually walks -- meshed p95 4.91s -> 0.41s, RSS 19.5GB -> 1.7GB
The owner: "I want real performance gain for the ingame path... not in deletion, but
in optimization and tricks." Three rounds of ours had improved the commandlet export
he never runs. This one is the streaming path.
MEMORY -- it was retention, not the new lattice
19.5 GB was worker FChunkSDFCache arrays keeping capacity when keys were replaced
(946 MB across 15 workers in diagnostics), shared graph caches with no byte or
lifetime budget, and batch commandlets holding transient UObject worlds until exit.
BlockSkip is bounded to 8^3 bytes per tile; interval scratch is worker-local and
capped. Fixes: release storage on key replacement, LRU with a 256 MiB resident
budget, limit in-flight graph builds, drop oversized entries, CollectGarbage between
batch cases.
peak RSS 19.5 GB -> 1.643 GB (their runs) / 1.71 GB (mine, 3x128^3) -91%
a 3-case stress batch showed no accumulation
WHY SOME EMPTY TILES COST 5.6s AND OTHERS 3us -- a 1.9 MILLION x spread
Fast ones returned straight from the layout/edge proof (verdict AllAir/AllSolid,
refine=0, mesh=0). Slow ones returned Mixed, so the caller ran the FULL mesher grid
and only discovered emptiness by brute force -- logs show empty=1 after ~5 s of mesh
work. The interval machinery now reaches a verdict before a mesh job is enqueued.
IN GAME, 841 requests at streaming radius:
count p50 p95 max
empty 394 6.087 ms 12.113 ms 25.049 ms
meshed 447 114.748 ms 410.314 ms 844.043 ms
LOD0 empty 221 7.126 ms 11.901 ms 25.049 ms
LOD0 meshed 122 355.794 ms 600.945 ms 844.043 ms
against
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d38d4cabef |
perf(gen): interval propagation -- blocks can finally be PROVEN empty. 1.55s -> 1.21s
Task 4 ran 11 hours and was killed by system memory pressure before it could file a report. The work survived, builds clean (0 errors), and is verified faster with byte-identical output. This commit is my verification, not its summary -- it never got to write one. THE STRUCTURAL FIX |
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0e9df9e5a7 |
perf(gen): the game path is NOTHING like the export path -- and empty tiles cost 5.6s
Overnight task 3. The headline is not a speedup: it is that we have been measuring
the wrong thing all along.
⭐ IN-GAME MEASUREMENT, FINALLY (headless -game -nullrhi, TunnelNetwork PIE map)
46,078 profiled tile calls
46,025 EMPTY (99.885%)
53 actually meshed
meshed p50 0.6085 s p95 4.9075 s max 5.0199 s mean 1.3515 s
LOD1-3 empty medians ~2-3 us
LOD4 empty OUTLIERS up to 5.618 s
The pawn fell through successive strata during the run, reproducing the owner's
"I can outrun the generation and fall" exactly.
Two facts to sit with:
1. **Almost nothing is meshed. 99.9% of tile requests produce nothing** -- and some
of those empty tiles take FIVE AND A HALF SECONDS. A tile that generates no
geometry costing seconds is the bug, and it is classification cost, not meshing.
2. The export path we have optimised for three rounds does 64 tiles in ~1.5 s
total. The game does 46,078 calls with multi-second tile latency. **They share
the density function and nothing else about their cost profile.**
⇒ Every optimisation so far was aimed at the path the owner does not play.
WHY NO BLOCK CAN BE SKIPPED -- answered, and it is structural
Per-op bound-vs-brute-force table produced (op_bounds.json). Most ops bound fine
once given proven suprema, and those were tightened:
FBM envelope 1.5, cellular 6.0, SdfConvertOp exact 2*|BaseDensity| = 16,
Lerp radius envelope max(Min,Max), plus state-aware room/column/floor-bias/worm/
terrace/cliff/arch/dome/pinch/roughness bounds. Structural ops now return exact
zero outside their geometric bands.
But OriginSpineOp, PassageCarveOp and the active seals **cannot** take a finite
generic density bound: they Lerp/Min/Max against the CURRENT density, so with
arbitrary incoming density their supremum is mathematically unbounded. This is not
a missing EffectOverBox, it is the operator semantics.
⇒ Hierarchical evaluation requires propagating a density INTERVAL through the
stack, or changing those operators. That is the real prerequisite, now named.
Early-out with tightened bounds still skips 0 of 4,096 blocks and costs 96.6%
(3.305 -> 6.497 s). Left opt-in and DISABLED. ClassifyTile's TerrainZ/overhang
guard untouched.
SPATIAL INDEX REMOVED (ee89c4d's, which never earned its keep)
wall clock 3.1407 s on -> 3.1894 s off = 1.5%, below the 17% floor
cache bytes 557,626,564 -> 246,049,920 = -297 MiB
candidates 19.5M -> 81.6M scanned (4.17x), evaluated +25.6%
Memory the owner can feel beats counters he cannot. Per-primitive broadphase stays.
VERIFIED END-TO-END on a correctly built binary: 1.515 / 1.554 / 1.569 s, geometry
hash 98eaad61..d3c4f unchanged from
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2f33870a84 |
perf(mesher): adjacent tiles were re-evaluating 18% of the field -- 2.69s to 1.49s
Overnight task 2. Every claim here is end-to-end wall clock on a real 128^3 export,
not a profiled bucket, because the last two rounds shipped large bucket wins worth
0% in reality. Measurement floor is ~17% run-to-run; only Part 2 cleared it.
PART 2 -- KEPT. Density-grid reuse.
The mesher samples an expanded grid (-1..Cells+1), so adjacent tiles re-evaluated
their shared boundary planes. Measured: 2,744,000 requested samples contained
495,909 duplicates -- 18.07% of the field generated twice. A run-scoped read-only
lattice (FVoxelSharedDensityGrid) owns each world sample once and hands it to both
adjacent tile grids. Duplicates now 0.
128^3 TunnelNetwork seed 1337 slot 1, freshly built binary:
before 2.603 / 2.693 / 2.697 s
after 1.488 / 1.499 / 1.486 s -44.6%, 1.80x
Geometry SHA-256 98eaad61..d3c4f IDENTICAL to the pre-change binary's output.
153,740 triangles either way. Pure win, no field change.
The lattice is deliberately not a UObject and not a cache with eviction: ownership,
lifetime and iteration order stay explicit. A malformed or incomplete lattice is
ignored and falls back to the canonical generator path rather than altering geometry.
PART 1 -- REVERTED. Block-level empty-space early-out.
**0 of 4,096 blocks were safely classifiable**, and the attempt made it 85% slower
(3.632 -> 6.735 s). No unsafe bound was retained.
⇒ This is a finding, not just a failure: our conservative bounds are too loose to
prove ANY 8^3 block uniform. Hierarchical evaluation of any kind is blocked until
we know which operator has effectively unbounded reach. Next task.
PART 3 -- REVERTED. Task granularity.
15 workers, 64 tile jobs, mean job 0.594 s, launch fringe ~14.1 us. MinBatchSize=4
was 1.09% SLOWER end-to-end despite a better bucket time -- exactly the trap this
task's rule exists to catch. Default stays 1. ParallelForWithExistingTaskContext
not adopted.
PART 4 -- NO CHANGE. Renderer audited over 3 runs (8.736 s total, 1.483 s raster).
Mesh and BVH are already reused across viewpoints; no per-pixel heap allocation, no
redundant remeshing. Nothing gross to fix; it benefits from the above automatically.
STILL OPEN: the spatial index from
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e63f016835 |
tools(profile): the instrument lied by 11.5x -- now it checks itself, and batching kills startup cost
Overnight task 1 of the owner's mandate: "better diagnostic, profiler and tools, so we can batch test way more quicker." WHY THIS CAME BEFORE ANY MORE OPTIMISATION |
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ee89c4d8c2 |
perf(gen): 5x fewer candidates, 16x cheaper floor -- and 0% end-to-end. Read the last section.
Owner, after playing
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0576e800c4 |
perf(gen): the landing work was per-voxel -- 342s to 2.6s, same world
The owner played |
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64f5d61e08 |
fix(crash): EndPlay tore the world down under live workers -- the cache made it lethal
PIE crashed with EXCEPTION_ACCESS_VIOLATION reading 0xffffffffffffffff:
FRoomGraphSource::Eval() VoxelDensityOpStack.cpp:3056 (Manager->GetLayoutVersion())
UVoxelGenerator::GetDensityAt() VoxelGenerator.cpp:1103 (ActiveOpStack->EvalMC)
... AVoxelWorld::LoadTile lambda, on a task-graph worker
Two lifetime bugs, combined:
1. EndPlay gave up after a 3-second deadline and destroyed UObjects while workers
were still inside GenerateTileResult. The crash log records 4, 3 and 7 tasks
still running during teardown. ARCHITECTURE has always said EndPlay blocks on
ActiveTaskCount -> 0; it did not.
2. e08b49a's worker-local cache keeps 128 built op stacks alive per thread, and
those stacks hold a raw UVoxelStrateManager*. Before the cache, a stack was
rebuilt at every chunk crossing and never outlived its owner for long. After
it, a freed manager stayed reachable and got dereferenced.
The cache did not create the teardown race. It made an existing one lethal.
Fixes:
- EndPlay now waits unconditionally for ActiveTaskCount == 0. The 3s deadline is
demoted to a log line: a slow drain is reported, teardown is never torn out
from under a reader.
- UVoxelStrateManager carries a process-unique CacheLifetimeId, folded into the
cache key. Deliberately not a UObject pointer: allocator address reuse must not
let a stale worker-local stack look current across PIE sessions. PassagesVersion
restarts per layout and cannot make that distinction.
- Cached passage/room manager references are weak pointers, fail-closed.
- Verified FStrateGenerationParams is copied BY VALUE into tunnel operators, and
stack moves preserve owned operator allocations, so no operator references a
previous cache entry's parameters.
TunnelNetwork mesh 342.332 s -> 16.199 s (21.1x)
per tile, 64 tiles 5.349 s -> 0.253 s
NOT verified, and it matters here:
- No PIE measurement. The owner restricted this session to analysis and fixes, so
the numbers above are the commandlet's direct-mesher path, NOT the streaming
path the game uses. They are not game timings and are not presented as such.
- The 128-slot cache may churn at distance: an L0 tile crosses at most 27 exact
chunks, but L2/L3/L4 tiles touch 216 / 1,000 / 6,859 chunk keys. Whether that
helps or hurts in game is unmeasured.
- EndPlay waiting forever converts a crash into a hang if a task never observes
bShuttingDown. Workers do check it, but this trade is deliberate and worth
watching.
Named, not changed: the straight "roads" the owner still sees are inter-strate
passages. FStratePassageConfig defaults Connections=1 and Style=Straight
(VoxelStrateTypes.h:1781); GeneratePassages maps Straight -> SlopedTunnel and
builds a two-leg switchback that FPassageCarveOp carves
(VoxelStrateManager.cpp:819).
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e08b49a183 |
perf(gen): a thrashing one-slot cache cost 18.7x -- and the world is unchanged
TunnelNetwork density evaluation was 45x more expensive than Maze for identical work: 2,097,152 voxels, 64 tiles, same mesher, same machine. Profiling killed every hypothesis I brought to it -- box classification skipping 0/64 tiles was true but irrelevant (export bypasses classification), near-surface early-outs fired at 49.7%, the room cache built 340 entries for 2.74M samples, and the per-room overrides resolved once per sample rather than once per modifier. The cause was the wrapper, not the stack. A mesher tile samples an EXPANDED grid (-1..Cells+1), so one worker crosses several exact chunk coordinates while meshing a single tile. The generator's cache held only the last coordinate, so every boundary crossing rebuilt the resolved parameters, the whole 22-operator stack and the tunnel-core cache. On one representative tile: 3,675 refetches, 38.0s. The entire operator stack was 18.5s of a 4,272s total -- 0.43%. Replaced with a 128-slot direct-mapped thread_local cache keyed on owner, chunk, layout version, params fingerprint and generator type. Collisions force a safe rebuild, never a stale read. No shared mutable state, no order-dependent reduction. TunnelNetwork 344.5s / 164.267 us/vox -> 18.4s / 8.763 us/vox (18.7x) Maze 7.4s / 3.535 us/vox -> 1.08s / 0.513 us/vox ( 6.9x) same tile 38.0s -> 0.51s ; refetches 3675 -> 27 Output is BYTE-IDENTICAL, before vs after and across repeats, both archetypes: TunnelNetwork 50d6b4d0..f23126, Maze 364f7489..2fbe99. The permission to change the field was not needed. Also in this commit, from the two preceding tasks: - Explorer renders from the MESH instead of raymarching. It meshes the region once through the canonical UVoxelMarchingCubesMesher, then CPU-rasterises via a BVH. A viewpoint went from ~16 minutes to 0.155s; 8 views now cost 1.25s of drawing. No render pixel samples the density field. - One sampled grid and player-fit mask per run, shared by render/walk/export, instead of the same 368s walk computed twice. - A wall-clock budget (25 min default, hard 30 max) that stops cleanly and records truncated/truncated_during/completed_modes rather than overshooting. - ParallelFor across the measurement sampling; the suite was ~10% of a 16-thread machine. - -surfaceroughness= on the commandlet, and a surface-relief metric in export mode (edge lengths, dihedral distribution, face-vs-smooth normal divergence) so "does this look like rock" is a number, not a screenshot argument. - Smooth vertex normals in the rasteriser: FVoxelMeshData::Normals is the density-gradient normal the engine shades with, and the raster path was recomputing a face normal over it. - ScaleDiagnosis: baked candidate indices are now derived from the current corpus, so a legitimate field change stops breaking the test. NOT verified, and not claimed: - TunnelNetworkSpineEquivalence exceeded the 30-minute cap and was stopped. Inconclusive, not passing. The identical hashes are strong evidence the op-stack/legacy equivalence holds, but the test has not confirmed it. - CrossPlatformDigest passes but reports 2 samples within 1e-6 of the isosurface; FMath::Sin/Cos leaves Windows/Linux equivalence unproven. Pre-existing, not caused by this change. - The cache's memory footprint (128 entries x ~16 workers) is unmeasured. What the roughness sweep settled, for the record: SurfaceRoughness 0 -> 8 moves cost by 0.3% (163.2 / 163.2 / 163.7 us), so roughness was never the cost. It does reach the surface (dihedral p50 1.1 -> 2.2 -> 5.9), which kills my claim that the density-channel operator contributed nothing. TunnelNetwork's hard seams are present at roughness 0 (4.4% of edges past 40 deg vs Maze's 1.0%), so they are structural -- in how primitives are unioned -- not a roughness deficiency. More roughness makes them worse, not better. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb |
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d97373c5a8 |
feat(gen): Jahni's playtest corrections -- rooms flattened, roads deleted
From walking a TunnelNetwork preset at (0,0). Four corrections, and two of
them were the same mistake.
2a. The (0,0) landing room is sized to host a FUTURE straight vertical
shaft from the surface, with flooring around the origin itself. The
room is the landing for a shaft the player digs later.
2b. The inter-strate descent no longer starts at the spine -- placed by
deterministic hash within a radius around (0,0). The spine room is for
the surface shaft; the descent is elsewhere.
2c. ⛔ DELETED the landing->hub connector roads from
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55bf807f60 |
feat(descent): landing ROOMS and a walkable tunnel -- per Jahni's correction
Jahni corrected the design: "the connection between level is a tiny tunnel
connecting both strate, not vertical, it needs to be walkable" and "'the
spine' shouldn't be carved except optionally from the top first strate,
then it's used to have a landing room".
COMPOSER-NOTES §6.8 had said the spine "provides a clean landing space, not
a continuous open shaft" -- and the implementation carved a vertical
cylinder anyway. A vertical cylinder has no walkable floor except at its
bottom, so a carve guaranteeing open AIR guaranteed nothing STANDABLE.
That one omission is behind five of my dead hypotheses this week.
Now:
origin spine a finite rounded ROOM per strate, no vertical bore.
radius 14 -> 8 m wide, 7.5 m tall
descent a walkable tunnel, single-file by design: 3 m mouth,
2.5 m waist, gradient capped at a NAMED 15 deg
exotic styles VerticalShaft / SpiralDescent / CascadingDrops /
CrackCrevice preserved, no longer the default
⚠️ THE GEOMETRY BITES, and it is worth Jahni's eye: at 15 deg a 32 m drop
needs 119.4 m of horizontal run -- about 59.7 m per switchback leg. That is
a long walk between strates. It is the honest consequence of "walkable",
not a tuning artifact, and the alternative is a steeper number.
⭐ AND THE ROOT CAUSE GOT NAMED A THIRD TIME, by Codex mid-run: "the round
tube was hollow air but had no authored support strip, so 'open' still did
not mean 'standable'." Tunnels now carry a floor band, and the root join
terminates in the finite origin room rather than an annular shaft hub.
Measured, commandlet sweep, 8 archetypes x 8 seeds, 64/64 valid:
origin column has player-fit cells 17/64 -> 63/64
origin column reachable 0/64 -> 7/64
arrival landing probes 315/320 fit AND in the arrival component
tunnel audit 5,916/5,916 floor and capsule samples pass; zero gradient,
floor, capsule, geometry or seal failures
narrow-gap events 0 box verdicts 14 checked, 0 violations
⚠️ arrival->departure is 6/64. The landings and tunnels are now provably
walkable; what remains is the INTRA-STRATE vertical connectivity problem
found in
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6b916699af |
test(explore): 81 runs in an afternoon -- every failure is a DROP, not a squeeze
First real use of the commandlet, and it paid for itself immediately: 64
sweep runs + failure renders + origin probes, which at the old 73-minutes-
per-automation-run would have been days.
⭐ FINDING 1: THE WORLD IS FRAGMENTED VERTICALLY, NOT PINCHED.
Across all 64 runs: ZERO narrow-gap events. Every failed run has separate
arrival/departure fit components with a positive gap, 12.75 m to 72.98 m.
So corridors are not too tight anywhere -- the space is severed.
And for the first time in this project we LOOKED at a failure instead of
inferring from aggregates:
FlatPlain/42 "a broad flat floor sheet with a sharp diagonal ledge
descending into black open space" -- a drop, gap 63.9 m
SurfaceWorld/7 "terrain shelves and a large black void between them.
There is no connecting floor" -- gap 51.8 m
Maze/42 "a massive solid rock wall/overhang fills the separation"
-- gap 27.7 m
I checked the images myself. FlatPlain shows two floor LEVELS 27 m apart
in Z with nothing joining them.
⇒ The missing thing is VERTICAL CONNECTION between floor levels. Ramps,
slopes, ledges, stairs. Every archetype builds floors; nothing builds a way
between them.
⭐ FINDING 2: THE ORIGIN HUB IS NOT REACHABLE, which contradicts
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bd547c35c4 |
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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413c15de24 |
feat(passages): §6.5 landings -- you arrive somewhere you can stand
The last unbuilt Tier 1 item. A passage was a bore through rock with no floor inside the walkable angle, so its mouth was not a standing position and neither was anything near it -- the departure mouth measured a FOUR-CELL player-fit component. You arrived and there was nowhere to stand. Both ends of all 7 passages now open into a landing, sized from the body: capsule diameter 2.72 vox floor >= 12 vox (3 m) to stand and turn capsule height 7.04 vox room >= 12 vox tall, stock mouth gives 18 (4.5 m) 3-voxel floor slab, tube tangent to it -- no lip to climb out of connector 5-vox radius: 2.5 m clear width, 3 m clear height ramps over 44 deg get a deterministic level dog-leg ⭐ THE MOUTHS ARE NO LONGER SPECKS: archetype components largest arrival-departure Maze 309 -> 340 176 -> 3210 43-81 -> 3210-3210 TunnelNetwork 467 -> 227 1292 -> 3841 2-1 -> 3841-269 Underwater 86 -> 117 35 -> 3838 3-11 -> 3838-267 FlatPlain 45 -> 11 259 -> 2130 1-1 -> 268-273 CrystalChamber 197 -> 90 24 -> 286 1-1 -> 286-274 FloatingIslands 2 -> 1 3 -> 72 1-1 -> 72-72 Law 1/8 -> 2/7 connected (1 refused on MaxCells), and critically ZERO connections now run through a four-cell pocket. Every landing floor was verified against the FINAL density, after all posts: 14/14 pass the 44 deg slope bracket, worst room gradient .059, worst connector .522. 14/14 deterministic root joins. 0 seal failures. 0 box-verdict violations across 82 proved + 174 mixed, 109,142 voxels. Op-stack bit-identical, order-independence green over 10 slots / 31 passages / 3 pool orders. Cache 0.665 us rebuild, 0.646 us hot. Post order: origin spine -> vertical seal -> passage tube + landing floor -> XY edge seal. Landings clamp 4 voxels inside the vertical seal; the XY seal stays last and wins at world edges. ⚠️ ARCHITECTURAL NOTE, not a detail: landings join a deterministic annular ROOT HUB at (0,0), built identically for every endpoint -- no nearest- component search, no passage ordering. That is what makes the join guaranteed rather than likely, and it extends the (0,0) spine concept from a landmark into a structural network. It also means routes tend to pass through the centre, which is a gameplay consequence worth Jahni's eye. ⚠️ AND IT DOES NOT CLOSE THE LAW. Codex is explicit: the landings guarantee membership in the new root network, NOT in the archetype's pre-existing fit component. The whole-strate Maze check still shows a 71.9-voxel gap between 1,235 and 2,938-cell components. So the native corridor networks remain disconnected from the root network in places. Real, separate, next. 52 build-and-measure cycles, ~9 hours, finding real geometry bugs on the way (a landing floor overlapping the ramp cells and hiding a floor discontinuity; the disturbance pass refilling connector headroom). Build clean, 32/32 success, 0 failed. Showcase regenerated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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e4e159f0cd |
test(measure): the window was NOT the problem -- my sixth hypothesis dies
I thought the fitted mouth-AABB window was cropping an origin-routed path and producing a false NotConnected. Codex tested it three ways at step 1 on the Maze candidate Jahni walked: mouth-AABB + margin 842,996 cells NotConnected origin-inclusive 3,251,556 cells NotConnected WHOLE STRATE 31,881,528 cells NotConnected 115,578 fit cells, 2,903 components, largest 11,418 -- and the mouths sit in components of 172 and FOUR cells, 274 voxels apart. The window was never the problem. Sixth measurement hypothesis, first one that was wrong in the other direction: this time the instrument was fine and I doubted it. The window rule still improved: bIncludeOriginInCoverWindow now covers the route an origin-rooted topology actually implies (Maze, VerticalShafts, TunnelNetwork, Underwater), expansion happens BEFORE MaxCells, and an over-cap window is REFUSED honestly instead of silently cropping back to a mouth-only box. VerticalShafts refused at the 4M production cap and said so. Corrected law across eight: 0/7 measured Connected, 1 unknown (CoarseLiedBudgetExhausted), 1 refused. ⇒ FIVE CAUSES NOW ELIMINATED: size (Jahni walked it), the fit stencil (fixed, 309 pockets -> 96), placement (mouths land on legal poses), corridor connectivity (spanning tree, 0 disconnected cells over 64 seeds), and the measurement window (whole-strate says the same thing). ⭐ AND THE REMAINING CAUSE IS NAMED BY ITS OWN NUMBER: the departure mouth sits in a FOUR-CELL player-fit component. A passage tube is a bore through rock -- sloped or vertical, no floor within the walkable angle -- so the mouth point is not a standing position and nothing around it is either. You arrive and there is nowhere to stand. That is precisely COMPOSER-NOTES §6.5 / Tier 1's unbuilt item: "the passage mouth becomes a room plus a distinctive landmark". It was never started. The law cannot pass while a mouth opens into a bore instead of a landing. Build clean, 32/32 successful, 0 failed, same two known warnings. WorldRadiusVoxels=0, lateral gating, determinism, equivalence all intact. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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2eaceb5984 |
feat(maze): a spanning tree -- it is a maze now, not a grid
Jahni: "mostly a cube full of straight pathway along the edges... basically
just a repeating pattern of tunnel connecting to each other, definitely
unwanted". And the measurement: the arrival mouth in a 30-cell pocket while
the network held 1,217. SAME CAUSE -- edge selection was independent hash
gating per +X/+Y/+Z edge, i.e. a random subgraph of the cubic lattice.
Every junction identical, and connectivity left to chance.
Fixed the way VerticalShafts was fixed in
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4378385b37 |
fix(passages): land mouths where a BODY fits -- and the cause is now cornered
VF_SuggestLandingPoint aimed at open AIR. Air is not where a body fits: a mouth could sit in a perfectly open pocket no capsule can stand in. It now requires a legal capsule pose -- clearance (r 1.36, half-height 3.52), support within a 1.8-voxel / 45 cm step height, a walkable support PATCH (4 of 5 columns, centre required, slope <= 44.8 deg), positive density throughout the capsule, strict 2x seal interior, bounded lateral snap. It stays a PURE free function, which was the hard constraint -- GeneratePassages runs inside Initialize while the layout is half-built. So it cannot flood-fill, and Codex correctly did not pretend otherwise: it aims at deterministic guaranteed features instead (room centre/floor, slab floor, horizontal maze edge, shaft feature-core ledge pose, island top). Both mouths query their own strate independently; no passage chaining, so LayoutOrderIndependence stays green. Placement measurably improved: Maze comps 309 -> 82, largest 176 -> 1217, gap 206 -> 122 VerticalShafts comps 112 -> 36, largest 96 -> 619 CrystalChamber gap 47.5 -> 19.1, departure mouth now in a 717-cell comp Underwater comps 86 -> 13 ⚠️ AND THE LAW IS STILL 1/8. Reported honestly rather than tuned. Mouths now land on legal body-sized poses; the poses just are not connected to each other. ⇒ BY ELIMINATION, THE CAUSE IS GENERATION. Four candidates, three dead: size DEAD -- Jahni walked it; bore measures 3.62 m vs 3.677 m spec the stencil FIXED -- fragmentation was 3x overstated by an exact-Z-1 floor placement FIXED -- mouths now sit on legal poses, several in large comps GENERATION STANDS -- body-sized space exists in big components that do not reach each other ⭐ AND THE MAZE TIES TWO OF JAHNI'S COMPLAINTS TOGETHER. Its arrival mouth lands in a 30-cell pocket while the main network holds 1217. Edge selection is INDEPENDENT HASH GATING per +X/+Y/+Z edge (VoxelDensityOpStack.cpp:582/584/586) -- so the corridor graph is a random subgraph with no connectivity guarantee, exactly the percolation failure VerticalShafts had before its drainage tree. That is the same root cause as "mostly a cube full of straight pathway along the edges": a spanning tree would make it BOTH feel like a maze (dead ends, uneven runs) AND be connected by construction. One fix, two complaints. Codex found a real error in my spec: an infinite shaft cylinder has no support surface AT its axis, so the old exact-axis assertion was unsatisfiable. It now requires a deterministic feature core and audits tree connectivity from the resolved axis. Build clean, 29 succeeded / 0 failed / 2 known deliberate warnings. Box audits 0 violations. Shaft refinement 16/16. Order-independence green across 10 slots, 31 passages, 3 pool orders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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110ae9d0ed |
fix(measure): the fragmentation was the instrument -- 309 pockets -> 96
Jahni walked the maze end to end while the metric called it 309 disconnected pockets whose largest held 176 cells, with the arrival mouth in a THREE-CELL pocket. Direct observation beat the instrument, again. Cause, found exactly: the stencil demanded a solid cell at precisely (X,Y,Z-1). No supporting-surface search, no slope tolerance, no step height. At step 1 a floor that slopes even slightly loses its solid cell under most of its air, so a walkable corridor dissolved into specks. Now: a bounded downward search for a COHERENT SUPPORTING SURFACE within a step-height tolerance (MaxStepHeight 45 cm = 1.8 voxels), a walkable-slope normal test (WalkableFloorAngle 44 deg), then the full capsule re-tested at the resolved support height. Deliberately NOT "any solid within N cells", which would accept ledges and isolated pixels. ⭐ ON THE WALKED MAZE (seed 0, index 50, slot 4): components 309 -> 96 largest 176 -> 1401 fit cells 2801 -> 6668 mouth comps 43/81 -> 147/1401 The 300-pocket world was a measurement artifact. Fifth time this session the instrument was the suspect; fourth time it was the culprit. ⚠️ AND IT IS NOT SELF-FLATTERING -- a metric change that only ever makes numbers rise is worthless, so it ships with controls that must REJECT: vertical shaft wall 0 fit cells isolated 1-voxel ledge 0 fit cells overhang underside 0 fit cells ramp steeper than 44 deg 0 fit cells coarse step 4 refused, not guessed Open flat-floor control: 6.13% of air cells fit, ONE component of 12,168 -- sensible, since only near-floor poses qualify in a tall room. ⚠️ BUT THE ROUTE STILL DOES NOT EXIST, and that part of H3 survives. The law is 1/8 before and after -- what changed is its honesty: the one connection used to be FloatingIslands through FOUR cells, and is now FlatPlain through 2,221 with a zero gap. Seven archetypes still have both mouths in separate player-fit components 56-169 voxels (14-42 m) apart, and those components are now large and real (663-2902 cells), not specks. ⇒ So the world HAS substantial connected player-sized space. The passage MOUTHS are not landing in it. That is the Tier 1 landing problem again, one level down: VF_SuggestLandingPoint aims at open AIR, and air is not where a body fits. Next task. Codex found three errors in my baseline quoting, all mine: I wrote "0/8 connected" while also saying one connects through four cells (it was 1/8), misquoted SurfaceWorld's gap as 1101 when the saved value is 110.648, and mixed provenance on the VerticalShafts row. Build clean, 31 succeeded / 0 failed. The 2 warnings are both deliberate: the lateral-regions gate, and a test reporting that its own sample "barely asked its question". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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cf5f83e9f0 |
test(diag): H1 dead, H3 measured -- player-sized space is SHATTERED
Diagnosis only, no generation or parameter changes. ⭐ H1 IS DEAD, confirmed by Jahni's playtest and by measurement. He walked the maze candidate: "i CAN go through it, the tunnels are just the right size with very tiny wiggle room." The radial probe agrees: measured bore span 3.62 m against a 3.677 m parameter. The carve produces what it claims; the scale change worked. ⭐ H3 IS WHAT THE NUMBERS SHOW. Player-sized volume EXISTS but is broken into hundreds of disconnected pockets, with the two mouths in different ones, tens to hundreds of metres apart (step 1, fitted window): archetype fit cells components largest arrival/departure gap Maze 2801 309 176 43 / 81 206 vox (51 m) TunnelNetwork 2748 467 1292 2 / 1 164 vox (41 m) VerticalShafts 1156 112 96 3 / 36 94 vox (24 m) SurfaceWorld 713 520 6 1 / 1 1101 vox (275 m) CrystalChamber 655 197 24 1 / 1 48 vox Only FloatingIslands connects, through FOUR cells. ⚠️ BUT I DO NOT ACCEPT "H3, therefore the world is shattered" YET, and the reason is Jahni. He WALKED a maze end to end that this metric says is 309 disconnected pockets whose largest holds 176 cells. Direct observation contradicts the instrument. An arrival mouth sitting in a THREE-CELL pocket is not a description of a cave; it is the signature of a stencil that fragments a continuous floor. H2 is the likely cause of that fragmentation, and Codex found it exactly: the fit test demands a solid cell at EXACTLY (X,Y,Z-1) -- no supporting- surface search, no slope tolerance, no step height. HeadroomCells applies only to the legacy walkable metric, not the capsule mask. VoxelStrateMeasure.cpp:697 (stencil), :729 (the exact-floor test) At step 1, any floor that slopes or is rough loses its solid cell at Z-1 under most of its air, so a walkable corridor dissolves into specks. ⇒ SEQUENCING: fix the stencil first, THEN re-measure H3. Until the instrument stops shredding continuous floors its component counts cannot be trusted. Fifth time this session that the measurement was the suspect. Recommended stencil, Codex's design and I agree: a bounded downward search for a COHERENT SUPPORTING SURFACE within a step-height tolerance, then re-test capsule clearance at that support height -- explicitly NOT "any solid within N cells", which would accept ledges and isolated support pixels. Fixed the mixed-resolution reporting that nearly cost me a false finding: fields are now coarse_step4_* and *_step1, never both unlabelled on one line. Recorded from the playtest, not acted on: - The maze is a GRID, not a maze. Edge selection is independent hash gating per +X/+Y/+Z edge (VoxelDensityOpStack.cpp:582/584/586), so every junction looks alike. A spanning subset would give dead ends and uneven runs. - TunnelNetwork DOES have explicit room-to-room connections (VoxelCaveMorphology.cpp:1406 backbone, :1465 tunnels) -- so Jahni's "lack of real passageway" applies to FlatPlain/CrystalChamber, which are slab voids with no room graph at all. - Two-abreast wants 2.5-3.0 m usable floor; a 4 m circular bore gives ~2 m. Build clean, 31 succeeded / 0 failed, run by me after Jahni closed the editor (the previous attempt could not link -- the DLL was held by his running editor). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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fc43a86709 |
feat(scale): size the world to a human body -- and it is NOT enough
Jahni: "can't you try and make the world to scale?" Every length parameter is now derived from the body and annotated with its metre value, so nobody has to do the arithmetic to notice something is absurd. CorridorRadius 4 -> 8 1 m -> 2 m radius (4 m bore) CellSize 40 -> 64 keeps a real wall between wider corridors TunnelMinRadius 3 -> 6 0.75 m -> 1.5 m ShaftMinRadius 5 -> 8 1.25 m -> 2 m IslandMinRadius 18 -> 24 4.5 m -> 6 m MouthRadius 6 -> 8 passage mouths 4 m plus passage reach, spiral, cascade, bridges, ridges, chasms The reasoning that motivated it still looks right: a 2 m circular bore for a 1.76 m player clears the head only along the exact centreline, so almost no cell has a floor with 7.04 voxels of clear air above it. A 4 m bore is genuinely walkable. ⚠️ BUT IT DID NOT FIX TRAVERSABILITY, and this time it is not the instrument. The player-fit law is measured at STEP 1 on a mouth-fitted window -- full resolution, both mouths inside the box -- and across the eight showcase archetypes it reports: 6 NotConnectedAtThisResolution (real negatives at full resolution) 2 OutOfWindow (unmeasurable, not passing) 1 StartCellNotPlayerFit (the arrival mouth itself is too small) 0 CONNECTED And every archetype reports hard-gate survivors=0, so the showcase is displaying the least-bad of an entirely failing set. ⛔ DO NOT READ player_fit_fraction / player_clearance FROM THE SHOWCASE LINE. Those come from the COARSE step-4 measurement in the same log line, where the 1.36-voxel player is sub-cell and fit is unmeasurable -- player_clearance reads a uniform "1.00 voxels" for all eight archetypes, which is one cell, not one voxel. Only restricted_law is at step 1 and only it is trustworthy. Fixing that mixed-resolution reporting is next. So scale was necessary and insufficient. My hypothesis was that bore diameter versus body height was the binding constraint; doubling it moved nothing measurable. Something else is preventing player-sized volume from existing at all -- worth finding before tuning any further. Codex applied these edits and then died mid-poll without validating them (third time a killed agent left a clean-looking unbuilt diff). Build and suite run by me: build clean, 30 succeeded / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV |
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eb47efdec9 |
feat(measure): a player does not fit. The law was passing impossible routes.
Jahni walked composed strates for the first time: "'maze' is way too tight tunnel radius wise, i can't enter nor anything". The candidates he could not enter were the ones our metrics ranked BEST -- Maze had the highest walkable fraction (.285) and highest connected surface (.99) of all eight. ⭐ THE HEADLINE, AND IT IS BAD NEWS WORTH HAVING: old arrival->departure law passing on 7 of 8 candidates player-fit-restricted law CONNECTED ON 0 OF 8 **The primordial law has been passing on routes no player fits through.** Every "the world is traversable" claim in this project measured air, not passage. Player-fit fraction across the eight showcase candidates ranges .0000 (FloatingIslands -- literally zero) to .0117. The season composer now returns 0 survivors for 6 required slots, and the showcase gate rejects 8 of 8. That is the correct outcome. The gate is not tuned to a threshold; it requires a resolved player-fit volume and a connected player-fit route. Capsule confirmed by Jahni as the base ACharacter: 34 cm radius, 88 cm half-height = 1.36 voxels radius, 7.04 tall. Named constant with the derivation beside it. Two traps avoided, both of which would have produced confident nonsense: - THE COARSE GRID CANNOT RESOLVE A PLAYER. SampleStep 4 makes a cell 4 voxels, ~3x the player's radius, so fit is below the resolution of every metric built so far -- which is exactly why nothing flagged an impassable maze. Fit runs on step 1 and REFUSES (bPlayerFitResolved=false + reason) when the step is too coarse. - Manhattan distance >= Euclidean, so reusing the existing transform for clearance would OVERESTIMATE free space and report fits that do not exist. Clearance uses a separate Chebyshev transform; Manhattan stays only on the legacy feature-scale metric. ⚠️ MY ROUGHNESS HYPOTHESIS WAS WRONG, and Codex disproved it rather than confirming it. Forcing SurfaceRoughness=0 on the Maze moved PlayerFit .0105 -> .0138 and the restricted law stayed NotConnected. Minimum corridor clearance is 1.00 voxel (25 cm) with or without roughness -- the corridors are simply too tight for a 34 cm capsule, full stop. Roughness IS still a real pinch risk where reach exceeds corridor radius: Underwater 2.21x, FlatPlain 2.31x, CrystalChamber 1.81x, TunnelNetwork 1.44x on corridors, VerticalShafts 1.30x on connectors. The 5.625-voxel default bound stays dangerous. Islands measured, not changed (feel is Jahni's call): 0/2 touch either seal, median clear gap 47.8 above / 9.0 below -- but effective radius spans 27-258 voxels at H=128 with ThicknessRatio .546, so the worst case has zero guaranteed separation. Recommendation recorded: radius back to 18-42, StrateHeightInChunks 4 -> 6, ThicknessRatio <= .40. Build clean, 30 succeeded / 0 failed, verified in the namespace log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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faa62d419e |
feat(runtime): the composed world can BE the game world
Jahni: "can you not implement those settings? as in, have them be live in
game?" This is that. The composer stops being a lab tool.
THE ARCHITECTURAL LINE, which is the whole design (COMPOSER-NOTES §3.1):
COMPOSITION stays editor-only, EVALUATION becomes runtime. Rolling,
measuring, preview, selection, promotion, the corpus -- none of it reaches
a player's machine. What crosses into the runtime is exactly two things:
reading a season manifest, and materialising a recipe into an op stack.
UVoxelSeasonAsset a cookable UPrimaryDataAsset holding the manifest,
so a season ships in a packaged game. The JSON
stays the reviewable, git-diffable artefact.
UVoxelSettings::Season optional. Unset => behaviour is exactly as today.
GetEffective*() season seed / spine radius / world radius / season
number override the authored values when assigned.
The test deliberately sets DIFFERENT authored
values, so "the season is authoritative" is proved
rather than coincidental.
⭐ MULTIPLAYER DETERMINISM, PROVED: two independent runtime managers built
the same season and compared 393,216 density samples BIT-IDENTICALLY. This
is the property the whole multiplayer model rests on -- replicate seed +
layout + diff, never geometry.
⭐ AND A STALE SEASON IS DETECTABLE, NOT SILENT. Initialize() now returns
bool and an assigned-but-invalid season NEVER falls back to the authored
pool. Falling back would hand a client a world that looks fine and is not
the season -- silent divergence, the worst failure mode in a shared world.
GetCurrentSeasonContentHash() is exposed BlueprintPure to compare at join.
HasComposerRecipeOverride() is gone. It force-classified every custom recipe
as Mixed, which was correct while box verdicts were only proved for
hand-written stacks -- but
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088b40216d |
feat(composer): showcase of all 8 archetypes -- and "not navigable" answered
Jahni asked for one strate per archetype to look at, and said the previews looked "not navigable nor anything except maybe the mazes". Both delivered. ⭐ PART A -- HIS EYE WAS RIGHT, AND SO WAS THE METRIC. BOTH EXPLANATIONS WERE TRUE, and they split by archetype: archetype walkable FLOOR AREA largest connected surface CrystalChamber .059 .9999 1.00 FlatPlain .048 .9985 .9998 SurfaceWorld .064 .9374 .9936 Maze .285 .2629 .9905 Underwater .229 .2061 .3312 TunnelNetwork .155 .2084 .4640 VerticalShafts .108 .1138 .1449 FloatingIslands .004 .1016 .4992 1. THE METRIC WAS WRONG FOR CHAMBERS. Walkable fraction is volumetric: an air cell with solid one step below and headroom above. In a cathedral almost no air cell is near a floor, so a huge open room scores ~.06 while a tight maze scores ~.29. It was measuring CORRIDOR-NESS, not navigability -- and mazes win that by construction, which is exactly the pattern he spotted. Slab families actually have 94-100% walkable FLOOR AREA, fully connected. They were never the problem. 2. AND FOUR ARCHETYPES ARE GENUINELY FRAGMENTED, which is a real content finding, not an artifact. Largest connected walkable surface: VerticalShafts .14, Underwater .33, TunnelNetwork .46, FloatingIslands .50. In VerticalShafts, 86% of the floor is unreachable from the biggest patch. The primordial law still passes -- you CAN get from arrival to departure -- but most of the floor is not part of that. That is precisely "not navigable" and it needed a new metric to see. New metrics: WalkableFloorAreaFraction, NumWalkableSurfaceComponents, LargestWalkableSurfaceShare. A floor you cannot cross is not a floor. Web references checked, per his suggestion -- we invented every metric in this project without once testing them against reality: NPS solution-cave and Mammoth Cave morphology, Lehman Cave dimensions (Talus Room 90x376 ft, 21,511 sq ft floor, 113 ft ceiling), Deep Rock Galactic cave-design notes, Team Cherry on Metroidvania maps. They support heterogeneous room+passage space with branches and shafts -- NOT a universal floor-to-volume target. So there is no single number to optimise, which is itself worth knowing. PART B -- Saved/VoxelForge/Showcase/index.html, 8 cards, 64 PNGs, fine renders (step 1, radius 64, centred on LargestComponentPoint), 0 blanks. Each card carries the exact PIE values to type in, because navigability is judged by walking: CrystalChamber seed 7331 idx 34 slot 1 Maze seed 0 idx 58 slot 1 FlatPlain seed 0 idx 4 slot 1 SurfaceWorld seed 0 idx 11 slot 2 FloatingIslands seed 0 idx 34 slot 1 TunnelNetwork seed 0 idx 61 slot 1 Underwater seed 0 idx 46 slot 1 VerticalShafts seed 0 idx 15 slot 1 All bComposerRollStructure = false. Selection searched seeds 0/7331 x indices 0-63, applied the three hard gates, then scored floor_area + .25*clearance + .10*largest_surface. Caveats kept honest: floor area is a sampled XY proxy, projected connectivity is not a 3D traversal proof, "best" means best within the searched range. Build clean, 30 succeeded / 0 failed, verified by me. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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dd38832bb6 |
feat(composer): lateral REGIONS -- built, measured, and gated OFF
Jahni's own idea: "archetype could even mix within the same strate at some
point, tunnel network leading to a big chamber". An archetype becomes a
spatial REGION inside a strate, not a label on it.
Built by extending the mechanism that already exists rather than inventing
one: the stack blends VERTICALLY between strates, so regions blend the same
way LATERALLY. Deterministic jittered Voronoi sites on a 256-voxel lattice,
1-3 regions per strate from (seed, strateIndex), 24-voxel symmetric blend
band, per-chunk lookup cache. Parameters are never blended -- a shaft's
ShaftSpacing means nothing to a slab -- only the resulting DENSITY is.
Structural posts stay global and unconditional, so an invented region
cannot switch off the primordial law.
single-region path BIT-IDENTICAL to legacy, 256 probes, native + recipe
cross-boundary boxes 20 of 40, 199,800 voxels brute-forced, 0 VIOLATIONS
(every seam-spanning box correctly returned Mixed)
blend-band cost 663 ns vs 338 ns per voxel, over 16.0% of voxels
~1.15x field-weighted
survival 16/16 valid, non-vacuous, largest share >= .50
⛔ AND IT IS GATED OFF, because the seam breaks the one law that matters:
arrival -> departure across a region boundary passes 9/16 seeds, against
11/16 same-region controls in the same harness. Density blending alone does
not guarantee a player can cross a seam. A strate that mixes archetypes and
strands you at the boundary is strictly worse than one that does not mix.
VF_LateralRegionsAreShippable() returns false and the test ASSERTS THE GATE
IS SHUT while the rate is imperfect -- so flipping it without fixing
connectivity turns the suite red by design. The rate is a warning, not an
assertion: it is the measured state of an off-by-default feature, not a
regression in a live world, and a permanently red suite stops being read,
which is how real failures get missed.
Everything that ships is still hard-guarded: single-region bit-identity,
zero cross-boundary box violations, and every shipping-path law test
untouched.
The fix is an explicit CROSS-SEAM CORRIDOR CONTRACT -- a design decision,
recorded rather than made unilaterally. Codex diagnosed this correctly and
declined to tune the threshold, which was the right call.
Build clean, 29 succeeded / 0 failed, run and verified by me.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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42e1f0ec8c |
feat(composer): Tier 4c -- a season that can actually ship, with a veto page
The composer could invent, measure and show strates. What did not exist was an ARTEFACT a season could ship. Now it does. VF_ComposeSeason: generate N candidates -> measure -> reject failures -> select a descent sequence -> emit a JSON manifest + a review page. ⭐ THE PROPERTY THAT MATTERS: round-trip bit-identity. The manifest was loaded, every selected stack rebuilt, and 393,216 density samples compared BIT-IDENTICALLY. Re-composing the same seed yields byte-identical JSON. A manifest that cannot reproduce its own world is worthless, and that is the one thing that could not be assumed. Floats serialise as readable values PLUS exact IEEE bits, so a season survives a text round trip. Test season: 24 generated, 19 survived the hard gates, 6 selected. 18 not selected -- 4 vacuous, 1 primordial-law failure, 13 policy non-selections. 4 grounded, 2 outliers. EVERY selected slot passes the primordial law, asserted per slot rather than sampled. Selection policy is explicit, named and PROVISIONAL, because Jahni has not defined "good" yet and said so: "it'll be easier once i'm able to see the strates candidates." So no quality score was invented and presented as settled. The knobs are 75/25 grounded-to-outlier (outlier axis = distance from corpus centroid), adjacent-similarity threshold .20 with penalty 1.0, new-archetype bonus .10, new-recipe bonus .05, boss cadence every 5th non-terminal slot. All of them are his to turn. The veto is a review page in DESCENT ORDER -- the season read top to bottom the way it is played, not the survivor/outlier ordering the candidate sheet uses. Reuses VoxelStratePreview rather than a second renderer. Saved/VoxelForge/SeasonTest/season_0000_seed_9320/season_manifest.json .../review/index.html ⚠️ FIVE GAPS CODEX RAISED, recorded not buried: 1. §4's Tier A is strates PLUS passages; only the strate spine is persisted. Manager-generated passage geometry and content placement are not. 2. Authored fixed strates keep scalar vectors + asset paths, not every asset-level passage/biome/disturbance/content field. 3. Boss slots are MARKERS, not arena or content guarantees. 4. WorldRadiusVoxels == 0 is enforced as specced but contradicts a production bounded world -- Jahni's call, still unset by design. 5. Bit identity is proven for the same build and platform. A frozen season spanning engine versions needs an explicit schema contract. Real risk, since seasons freeze generation for months. Build clean, 28 succeeded / 0 failed, verified by me. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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0b3ec18b43 |
feat(composer): PROMOTION -- the corpus grows itself, and it did not collapse
Tier 5. §3.3's answer to Jahni's "I'd like the system to not rely at all on
the handmade ones": promotion does not REMOVE the authored seed, it dilutes
it. Every invented strate that measures well rejoins the corpus.
Five simulated seasons, 24 candidates each:
season corpus project/default/promoted survival spread
1 15 4/8/3 20.8% 0.869
2 20 4/8/8 54.2% 0.849
3 20 4/8/8 54.2% 0.849
4 21 4/8/9 45.8% 0.916
5 21 4/8/9 50.0% 0.916
Corpus 12 -> 21, of which 9 are discovered. Survival roughly doubles.
⭐ AND THE COLLAPSE RISK DID NOT MATERIALISE, which was the thing worth
measuring rather than assuming. Promotion selects survivors, and blending
survivors repeatedly can converge the corpus onto a narrow safe region --
the composer would get better at passing and worse at surprising. Spread
went 0.869 -> 0.916. It dipped and plateaued mid-run, but did not narrow.
Recorded honestly: seasons 3 and 5 promoted ZERO. The near-duplicate gate
(normalised metric distance < 0.20 over air, largest share, walkable,
feature scale, clearance) is doing its job, but it also means the corpus
saturates at this scale. Five seasons of 24 demonstrates the MECHANISM, not
§3.3's "season 5 blends 200 discovered ones" -- that needs the overnight
budget, not a test.
Safety: a promoted record is RE-MEASURED on load, never trusted. Verified by
corrupting a stored metric -- the loader discarded it and re-derived the
geometry. A stale or tampered record therefore cannot introduce an
unescapable strate into a future season, which is the one failure that would
matter. Provenance (project/default/promoted) is tracked and logged.
Codex's recommendation, and I agree: keep a small explicit OUTLIER QUOTA
among candidates that pass every hard gate. This run showed no collapse, but
survivor-only promotion keeps the long-term risk, and a quota costs nothing.
PART A: the fine ROI now centres on LargestComponentPoint instead of (0,0).
Blank fine renders 6/42 -> 3/42. The label now reads "largest open space",
not "strate centre" -- the image moved, so the caption had to.
Build clean, 27 succeeded / 0 failed, verified by me. WorldRadiusVoxels=0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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43eaf1ef0e |
test(composer): the handmade corpus is load-bearing for QUALITY, not validity
Answers Jahni's standing wish directly: "in the best of both worlds, i'd like the system to not rely at all on the handmade ones." Three arms, same size, same measurement, same criteria: approach survival walkable mean feature-scale mean corpus blend (today) 13/16 81% 0.0661 92.3 naive uniform 7/16 44% 0.0126 64.6 constraint-sampled 7/16 44% 0.0129 31.4 ⭐ THE ANSWER IS NOT THE SURVIVAL RATE, IT IS THE QUALITY GAP. Constraint sampling produces VALID worlds -- it passes the primordial law more often than naive rolling (1 law failure vs 3) -- but the survivors are materially worse: ~5x lower walkable fraction and ~3x lower feature scale. A composer that emits technically-passing but uniformly mediocre places has not solved the problem. So the corpus carries something the declared constraints do not. §3.3 said independent rolling destroys the CORRELATIONS; stating those correlations explicitly recovers validity but not the tacit quality that authored vectors encode. That is worth knowing and it was not knowable by argument. ⇒ VERDICT: keep the corpus in production. Constraint sampling is a corpus-free BOOTSTRAP (it can seed a corpus from nothing), and PROMOTION (Tier 5) is the real route off handmade content -- dilution, not removal. Naive rolling is rejected outright. ⚠️ UNDER-POWERED, stated plainly: 16 candidates per arm, not the 256 the spec asked for -- the fixed 8M-cell box/law workload made 256x3 too slow to finish. The 5x walkable gap is large enough to be believable at n=16, but the survival rates (44% vs 44%) are not separable at that sample size. Do not quote these as precise. Authored-corpus audit, and Codex read it correctly: 3 of 12 vectors violate the proposed relations (DA_Strate3 room coverage 2.68 vs bound 0.35; Default_SurfaceWorld ground bound; Default_VerticalShafts shaft radius 5 vs roughness margin 5.875). That does NOT mean those assets are broken -- it means the new relations are conservative HYPOTHESES, not universal corpus invariants. Recorded as such. Box law held across all three arms: 768 proved, 673,486 voxels brute-forced, 0 violations. §6.2 did not reopen under corpus-free parameters. Also noted: "uniform within clamps" was underspecified in my spec -- many fields have no finite upper clamp. Both corpus-free arms use the same declared H-relative envelopes so the comparison stays honest. Build clean, CorpusFree green, WorldRadiusVoxels=0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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d717bc74ff |
feat(editor): walk a composed candidate in PIE + why rooms read angular
PART B -- the thing Jahni asked for: "any way to test those in game?" A candidate existed only as measurements and PNGs. Now he can stand in one. Select the VoxelWorld actor in PIE -> Live Edit|Composer -> ComposerSeed / ComposerCandidateIndex / ComposerTargetStrateIndex / bComposerRollStructure -> click Apply Composer Candidate. The button and the automation tests call the SAME roll wrapper, which was the load-bearing requirement: a second roll path could drift, and then he would be judging a different world than the contact sheet describes. A determinism sample is logged on apply (seed, index, recipe, archetype, metrics, epoch, eight-point density verdict) so drift is caught the day it happens rather than in a month. Hazards handled, since this is the first composer code to touch the live runtime path: preflight materialisation before any live mutation, generation and decoration tasks drained, PassagesVersion bumped to invalidate thread_local caches, reuse of the existing RegenerateAllChunks / Epoch invalidation rather than a new path, no Initialize() or GeneratePassages() during apply (the re-entrancy trap), DiffLayer locks untouched, and custom recipes conservatively force ClassifyTile to Mixed. Scope is deliberate: a DENSITY-ONLY overlay. Layout height, authored passages, content, water and biome metadata stay from the existing slot; RebuildStrates() clears it. A full composed layout replacement needs a safe rebuild path that does not exist yet. Editor-only, verified: a Shipping build succeeds with the bridge excluded (96/96 actions), so §3.1's "offline only, never on a player's machine" still holds. ⚠️ UNVERIFIED BY DESIGN: a button cannot be tested headlessly and Codex was told not to claim it works. Jahni presses it and confirms the visual plus the "determinism=PASS" log line. PART A -- why rooms read angular, measured not guessed. One of three room shapes is VoxelSDF::RoundedBox: ShapeA = (.8 Rxy, .8 Rxy, .8 Rz) ShapeR = .25 Rxy so rounding is 31% of the horizontal half-extent but 78% of the vertical. Corners are rounded; the broad planar FACES survive. SmoothMin (blend 4) softens room/tunnel junctions not isolated corners; the cave warp bends geometry but preserves flat regions; roughness is surface-scale only. The name is accurate -- "rounded box" is not "blob". NOT ACTED ON. Jahni corrected his own read: the angular archetype is Maze (lattice source, rectilinear BY DESIGN and correct), and TunnelNetwork is "alright-ish". Codex's recommendation is recorded for if he ever wants it: ~5-10% boxes, 10-20% capsules, rest ellipsoids, or a larger ShapeR. Also closed REVIEW_FINDINGS EVoxelPassageType/Style as WONTFIX, enacting a 2026-08-16 judgement that recommended closure and was left open. Build clean (Editor + Shipping), 25 succeeded / 0 failed, run by me. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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90c40c8d5a |
feat(preview): fine ROI renders + density contour -- the caves look like caves
Implements Codex's own recommendation from its critique, after it settled
the owner's two observations with evidence:
"hard walls" -> THE RENDERER. rg (room graph) re-rendered at step 1 is
rounded and organic. The hard edges were 4-voxel
sampling drawn nearest-neighbour. Fifth time in this
project that an alarming result was the instrument.
"like a maze" -> REAL AND CORRECT. lt (lattice) stays rectilinear at
step 1 because it IS a maze; 19 of 64 candidates use
that source.
"noisy" -> ALIASING. nr#22 speckle 7 solid / 1 air at step 4 ->
0 / 0 at step 1, broad shapes intact.
Built: an optional fine ROI pass at step 1, radius 64 (~1.8M cells, cap
2M), run only for the 42 coarse survivors, plus a deterministic density=0
CONTOUR rendered beside the filled view.
Both views are kept side by side on purpose. The filled view is honest
about what was sampled and carries the walkability evidence; the contour
is legible. Codex's line, and it is the right principle: anti-aliasing the
coarse image "would only cosmetically blur the evidence and could invent
geometry". Do not replace evidence with beauty.
Fine labels carry their own sample step and resolved window so a fine
image can never be mistaken for a coarse one, and a MaxCells refusal shows
in the page rather than looking like a failed render.
fine sampling 71.1 s · rendering 0.6 s · peak grid 9.34 MB
42 filled pairs, 42 contour pairs, 0 refusals, 424 image links, 0 missing
Codex corrected my spec twice in the critique, both sharp: a binary step-1
raster ALWAYS has one-voxel axis-aligned edges, so only persistent
LARGE-SCALE right angles prove boxy generation (my criterion would have
produced a false "it is boxy" verdict); and persistent speckle is not
necessarily a roughness modifier.
Roughness deliberately untouched -- its call to judge that only after fine
rendering exists, and it stands.
⚠️ KNOWN, next: the fine ROI is centred on (0,0), so a candidate whose
geometry sits elsewhere renders blank (candidate 003 is a flat sheet with
no surface in the ROI). FVoxelStrateMetrics already carries
LargestComponentPoint -- centre the ROI there instead.
Build clean, 25 succeeded / 0 failed, verified by me.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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993512f0bc |
feat(composer): F1 -- the candidates are VISIBLE, and detail is invisible
PART B: the preview. Jahni, asked what "good" means for ranking a season: "good is hard to describe, i believe it'll be easier once i'm able to see the strates candidates." So the ranking policy was blocked on this, not on more metrics. COMPOSER-NOTES §3.4 promised the preview comes nearly free once the measurement exists; collected. Per candidate, rendered from the grid the measurement ALREADY built (no second sampling of the world): a vertical XZ section and a plan XY slice, solid dark, air light, walkable cells highlighted, with a chunk scale bar so a corridor is distinguishable from a cathedral. Plus a self-contained index.html contact sheet of all 64 -- survivors first, outliers first within them, recipes, metrics, and every rejected candidate labelled with WHY (vacuous 3, fragmented 2, law failed 19). Saved/ComposerPreview/<runid>/index.html 64 candidates, 128 PNGs Two honesty rules are on the page itself, not buried in a comment: every number states the window that produced it (margin/step/Z span), and a 2D slice CANNOT show connectivity -- two regions that look joined in one slice may not be. Plan-Z is chosen by highest solid/air boundary-transition count, not hardcoded mid-height; a slab strate would otherwise render as a blank sheet. Codex flagged the ambiguity in my spec and picked correctly. PART A: bootstrap jitter for zero-spread fields. ±25% of a field's own magnitude when corpus spread is ~0, ±15% of measured spread otherwise, clamps last. Marked in code as a BOOTSTRAP for a starved corpus that promotion (Tier 5) should retire. 1,422 applications over 168 fields in the parameter roll; 6,848 over 107 in the structure roll. ⚠️ AND IT DID NOT BROADEN THE DISTRIBUTIONS. Feature scale 0-376 either way; walkable actually NARROWED (.389 -> .287). Codex's conclusion, and I agree: the measurement is INSENSITIVE to these fields, not merely corpus-starved. The reason is now obvious and worth writing down: the grid samples every 4 voxels, and cave DETAIL -- terraces, scallops, ribbing -- lives at 1-3 voxels. It is below the sampling resolution. A step-4 grid structurally cannot see feel; it sees size. So "vary the detail" and "score the detail" need different instruments, and the preview images inherit the same limit. Box proofs stayed sound under wider jitter: parameter roll 1,204 proved / 1,602,524 voxels / 0 violations; structure roll 659 proved / 877,129 / 0 violations. §6.2 did not reopen. fable-idea.md F1 ticked (measurement + preview). Build clean, 25 succeeded / 0 failed, verified by me. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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f088c19f88 |
feat(composer): cave FEEL is rollable -- 23 of 34 fields were live all along
Jahni: "we need to be able to have everything tuned, so feeling can be
quite different." So the 34 excluded terrain-detail fields had to be
settled -- they are the difference between varying how BIG a cave is and
varying how it FEELS.
Settled by EXPERIMENT, not by reading, because the exclusion rested on the
same kind of structural claim that produced the withdrawn fuse assertion
and the "99.95% void" reading. Sample GetDensityAt over a lattice, change
ONLY those fields, re-sample, per operation group:
LIVE (23 fields) terrace, layer-line, ribbing, overhang, cliff,
scallop, arch, dome, pinch -> now rolled
DEAD (11 fields) column, pit, chimney -> pre-baked into the chunk cache
from Definition->TerrainOperations, so the values in
FStrateGenerationParams are transport, not tunables
The call chain for the dead ones: BuildParamsFromDefinition returns only
the base params (VoxelStrateManager.cpp:1399); VoxelGenerator separately
reads Definition->TerrainOperations (VoxelGenerator.cpp:1099);
BuildChunkCache calls RoomOp->ApplyTo and pre-bakes pits/chimneys/columns
(VoxelCaveMorphology.cpp:1741).
⚠️ AND THE TRAP FIRED, exactly as specced against: these are native
unreflected fields, so REMOVING THEM FROM THE EXCLUSION LIST WOULD HAVE
ROLLED NOTHING. A knob that looks like it works and does not is worse than
an honest exclusion. An explicit jitter path was needed. This is why the
task was specced as an experiment with a liveness assertion (24 group/path
rows, 0 mismatches) rather than as a list edit.
⚠️ HONEST NEGATIVE: rolling detail did NOT materially broaden the measured
distributions. Feature scale 4-376 -> 0-376; walkable unchanged. All 17/17
TunnelNetwork/Underwater candidates activated live detail and every one of
the nine live groups appeared, so it is not that the fields are inert --
it is that most of them have ZERO CORPUS SPREAD, because the four authored
assets leave them at header defaults. Jitter is a fraction of measured
spread, and a fraction of zero is zero.
⇒ Real limitation, recorded not patched: "ranges come from corpus spread"
(§3.3) is right in principle and DEGENERATES on a homogeneous corpus. The
composer needs a bootstrap for zero-spread fields. Next.
Box verdicts with detail rolled: 1,228 proved, 1,634,468 voxels
brute-forced, 0 violations. Survival 59/64.
Recommendation recorded for later: roll terrain-operation parameter
STRUCTS directly into a transient candidate pool rather than corpus-ing
over assets -- there is exactly one such asset in the project, so an asset
corpus would starve like the strate corpus did.
Build clean, 25 succeeded / 0 failed, verified by me.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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859a9b25c1 |
feat(composer): the structure roll -- 64 distinct stacks nobody wrote
Tier 4b. Until now the composer varied PARAMETERS within an archetype:
differently-sized caves. This rolls STRUCTURE, which is what makes a strate
a different KIND of place.
Per COMPOSER-NOTES §3.2: roll root polarity (rock+carve or void+fill) ->
a shape source legal for that polarity -> the conversion FOLLOWS from
polarity rather than being rolled -> k modifiers drawn from what the
CHANNEL DECLARATIONS say is legal, not from a hand-written list ->
structural posts appended automatically and not omittable.
64 distinct recipes of 64 (perfect structural diversity)
invalid recipes emitted: 0 (the roller cannot produce an
order the DAG validator rejects)
survival 46/64 (71.9%) non-vacuous 62, largest-share 60,
law pass 48
⭐ AND THEY ARE REAL PLACES NOBODY DESIGNED. Root polarity as a one-bit
identity lever, exactly as §3.2 predicted:
VF|r=vd/T|s=rg/T|x=fl/T TunnelNetwork's ROOM GRAPH rooted in void with
a FILL -- rooms become solid blobs hanging in
open space. air .978, feature scale 64.
VF|r=vd/M|s=lt/M|x=fl/M Maze's lattice corridors filled instead of
carved. air .938, feature scale 16.
RC|r=rk/V|s=sh/V|x=cv/V shafts carved from rock with a Maze modifier
set they never ship with.
Same parts, different worlds. That is the whole thesis of the op stack,
finally exercised.
⭐⭐ AND THE VERDICTS HOLD ON STACKS NOBODY VERIFIED:
489 proved (213 AllSolid, 276 AllAir), 2,071 mixed
650,859 voxels brute-forced
0 VIOLATIONS
This is what
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190ff381c0 |
feat(composer): it invents strates that work -- 59/64, and §6.2 is CLOSED
The corpus was starved: the loader followed the active settings pool and
found ONE vector, so all 64 candidates were bit-identical and every number
was a placeholder. It now loads every UVoxelStrateDefinition via the Asset
Registry (Saved/Autosaves and Saved/Cooked excluded -- including them would
silently weight the corpus toward whatever was autosaved last) plus the
per-archetype defaults from VoxelStrateTypes.h, which are themselves
hand-tuned known-good vectors. Blending stays WITHIN an archetype;
different archetypes read different subsets of the 73 fields.
⭐ THE COMPOSER WORKS. 64 candidates blended from real parents, every one
measured:
survival 59/64 (92.2%)
non-vacuous 60 · largest-share >= .50 60 · primordial law 63 · roll
failures 0
and they are genuinely different worlds, not one world 64 times:
air fraction .0137 -> 1.000
walkable .000 -> .389
feature scale 4 -> 376 voxels
archetypes TunnelNetwork, VerticalShafts, FlatPlain, CrystalChamber,
SurfaceWorld, Underwater, FloatingIslands, Maze
⭐⭐ §6.2 IS CLOSED, and it was the real risk. Box-verdict bounds were only
ever proved against the parameters Jahni typed; the whole worry was that
invented parameters would violate a bound nobody had checked -- silently,
leaving no geometry and no collision. Against ROLLED parameters:
1,224 boxes proved (549 AllSolid, 675 AllAir), 1,336 Mixed
1,629,144 voxels brute-forced
0 VIOLATIONS
The bounds hold across the rolled range, not just at authored points. The
isolation work in
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358bd415a9 |
feat(composer): the parameter roll -- infrastructure real, corpus starved
Tier 4a. The first piece of the composer that INVENTS rather than fixes. The design, from COMPOSER-NOTES §3.3: do NOT roll 73 parameters independently. The coherent region of a 73-dimensional space is a vanishingly thin sheet and uniform sampling never lands on it -- and independent rolling destroys the CORRELATIONS (room spacing <-> room radius <-> tunnel length) that make a vector coherent. So blend known-good vectors through the existing FStrateGenerationParams::Lerp instead: constraint satisfaction is free, because a convex combination preserves every relation holding in both parents. Min <= Max stays true because it was never broken. Built: FVoxelStrateCorpus (loads authored vectors, computes per-field spread), VF_RollStrateParams (2-3 weighted parents, convex blend, jitter by +-15% of each field's MEASURED corpus range -- not by the clamps, which are "don't type nonsense" limits, not "this makes a good world" limits), and VoxelForge.Composer.ParameterRoll. Determinism asserted by rolling twice and comparing every field. Exclusion list found by reflection, not assumption: StrateTopWorldZ and StrateBottomWorldZ (manager-owned runtime bounds) plus 34 terrain-op transport fields (TerraceStepHeight..PinchLength) that are copied in from room operators rather than being strate tunables. Bools inherit from the dominant parent; ints/enums use Lerp's existing snap. ⚠️ THE RESULT IS VACUOUS AND SAYS SO. 64/64 candidates "survived" -- but the corpus loaded ONE vector (DA_Strate3), so all 64 are bit-identical. 100% survival of a single point is not evidence of anything. The box- verdict check is vacuous too: 2,560 boxes, 0 proved, 0 voxels brute-forced, so §6.2 is NOT closed. The test emits a warning saying exactly this rather than reporting a clean pass, and no workaround was added to hide it. Four strate assets exist (DA_Strate1..4); the loader found one. Fixing the corpus is the next task -- with one parent there is nothing to blend, and every number above is a placeholder. Also owed: clamp metadata is editor-only, so the safety net needs a cook-time baked table before this ships. Nothing calls the composer from any runtime path (§3.1: offline, once per season, on a build box). Build clean, 23 tests / 0 failed (1 carries the deliberate vacuity warning), verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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8e346a3054 |
feat(opstack): EffectOverBox correct in ISOLATION -- the blocker is closed
COMPOSER-NOTES §6.1, titled THE BLOCKER, gated everything after it. A source writing only Sdf did not touch density, so it answered the box query ON BEHALF OF the converter that followed it -- fine when a human wrote and verified the pair, unsafe the moment the composer assembles a combination nobody checked. And the failure is the silent one: a tile wrongly proved uniform means no geometry, no collision, no error, and a player falls through the floor. FVoxelBoxHypotheses now carries FVoxelBoxSdfInterval. SDF writers publish their own [Min, Max]; replacement writers replace it, accumulating writers MinWith it; converters and detail ops consume the prior interval through a state-aware EffectOverBox. Each op answers only for itself and the fold composes them. Unknown, invalid, non-finite or unimplemented bounds force Mixed -- when in doubt the answer is Mixed, because a missed skip costs milliseconds and a false uniform costs a player. Bounds are SUPREMA of what Eval can produce, never the param named "max": FBM 1.5 (not 1.0), max(Min,Max) radius envelopes, warp sqrt(2), SmoothMin slack. [FLT_MAX, FLT_MAX] is the exact no-surface identity. ⭐ THE PROOF IS THE NOVEL STACK. Built a combination no shipping builder produces: ConstantVoid -> LatticeCorridorSource -> SdfRoughness -> SdfFill brute-forced 332,750 voxels across 256 boxes: 250 proved AllAir, 0 VIOLATIONS. If isolation is real an unverified stack must still be sound, and it is. That test -- not the refactor -- is the deliverable. Every archetype re-proved by brute force, 0 violations everywhere: Maze 112/256 · CrystalChamber 38/60 · Underwater 33/40 · FlatPlain 32/60 VerticalShafts 28/60 · FloatingIslands 15/60 · TunnelNetwork prod 9/40 TunnelNetwork dense 0/40 (correctly -- it really is all mixed) COST, reported not hidden: isolation gives up some skipping. TunnelNetwork production 12->9, VerticalShafts 32->28. Answering for yourself alone is strictly weaker than answering for a verified pair. The classifier stays materially useful and the trade buys safe composition, which is the point. Eval is untouched; equivalence tests bit-identical; no per-voxel box query. SurfaceWorld keeps its separate exact height/lattice classifier. Also: ⛔ WITHDREW the "corrective ops must be fused" claim from §3.2. FFloorBiasMod does NOT undo FCaveRoughnessMod -- it adds an independent NormZ^2 x FloorBias term to the ACCUMULATED density and never reads TotalRough. Not a correction, no fuse, no "corrects" dependency. The claim came from reading a name and a comment; one grep would have shown the ten Density-writing ops in between before the paragraph was written. Build clean, 22 succeeded / 0 failed, verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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7b982ad5ae |
feat(opstack): every op declares its channels -- ordering becomes derivable
The composer must assemble stacks nobody wrote by hand. Today the legal order of operators lives in a human's head and in the hand-written builders. COMPOSER-NOTES §3.2: an op's legal position is fixed by which channel it READS and which it WRITES, so dependencies form a DAG and any topological sort of that DAG is a legal stack. EVoxelOpChannel names the two fields FVoxelOpSample actually carries (Density, Sdf) -- read from the struct, not assumed. All 29 concrete density ops declare reads, writes and additive/transformative, filled in by reading each Eval rather than trusting its name. The declarations are PURE VIRTUAL so a new op cannot silently omit them; the composer's safety depends on every op answering. A declaration nobody checks is a comment, so ValidateChannelOrder exists and VoxelForge.OpStack.ChannelDAG runs all eight shipping stacks through it. All pass: TunnelNetwork/Underwater 20 ops, Maze 8, VerticalShafts 9, FloatingIslands 8, FlatPlain/CrystalChamber 6, SurfaceWorld 6. Metadata is snapshotted in FVoxelOpStack::Add, so no declaration virtual is ever called per voxel -- ARCHITECTURE §8.10 respected. ⚠️ THE FUSE WAS DELIBERATELY NOT APPLIED, and the reason is the finding I asked for instead. §3.2 assumed FFloorBiasMod sits next to FCaveRoughnessMod. It does not: TEN ops separate them (Terrace, LayerLine, Ribbing, Overhang, Cliff, Scallop, Arch, RoomColumn, Dome, Pinch), and all ten read and write Density. Moving FloorBias would reorder the live density accumulation, and IEEE-754 addition is not bitwise commutative -- so the note's claim that fusing "leaves the field bit-identical" is false as written. That leaves a real open question for the composer, recorded not resolved: channel rules alone say any Density->Density order is legal, but they cannot express "this op CORRECTS that one". Either the fuse proceeds and accepts a changed field (legitimate -- peer determinism never required bit-identity across builds), or corrective intent needs its own declaration. Settling it needs FFloorBiasMod's actual math read, which is the next question I put to Codex. Build clean, 22 succeeded / 0 failed, verified in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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4f11ce81a4 |
fix(shafts): the primordial law holds -- 0 trusted negatives across 16 seeds
Closes the VerticalShafts bug. Two remaining failures were investigated
and neither was a broken world.
PART A -- my measurement window was binding, not the world.
The window was a square centred on (0,0) with a radius, while mouths sit
up to ~200 voxels out in arbitrary directions, so a box holding both was
mostly empty space paid for at full price. Seed 6 at step 1 needed
16,515,072 cells and blew the cap; fitted to the two mouths it needs
6,553,344 and measures fine.
seed 6 step 2 NOT_CONNECTED -> CONNECTED at doubled margin
seed 6 step 1 NOT_CONNECTED -> CONNECTED at doubled margin
seed 14 step 2 CONNECTED
seed 14 step 1 CONNECTED
A fitted box can cut off a route that detours outside it, so every
negative is re-run at doubled margin. 5 of 16 were binding negatives and
all 5 flipped. TRUSTED NEGATIVES: 0. There is no evidence of a single
unescapable strate in 16 seeds.
PART B -- the drainage tree has no orphans, and a third cause existed.
0 / 10,372 unreachable shaft paths (0% orphan rate)
16 strict local minima, all caught by the direct-spine fallback
neighbour fallback fired 0 times; emergency fallback 0
91.8% of non-largest components are smaller than one shaft volume --
they are roughness bubbles, not geometry
So a mouth could land in a noise bubble that is open but unreachable --
worse than useless, exactly the trap the law forbids.
VF_SuggestLandingPoint now returns the selected shaft AXIS, which is on
the drainage tree by construction.
⚠️ Codex found a third cause neither of us listed: tree capsules could
cross ledge bands, so a guaranteed connector could be blocked by a ledge.
Connector Z is now drawn from a deterministic ledge-free interval,
mirrored in the op stack.
⚠️ And an 8th error in my spec: "connect to any neighbour shaft" as a
fallback can create CYCLES -- a loop of shafts that drains nowhere and is
disconnected from the spine. The fallback must preserve strictly
decreasing origin-distance. Implemented that way.
per-archetype law 6/6 · box-verdict violations 0 · stack equivalence
bit-identical over 20,000 samples · sweep 45.3 -> 20.4 s
cache 7.970 us rebuild, 0.073 us hot call (225-cell rolls on rebuild only)
Build clean, 21 succeeded / 0 failed, verified by me in VoxelM.log.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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9d2324879d |
feat(world): the XY edge seal -- the fourth structural invariant
VF_ApplyBoundarySeal was purely VERTICAL: it sealed each strate's ceiling
and floor and there was no horizontal equivalent, because until the depths
were bounded the world had no sides. The GDD now says "bounded, but
gigantic", so a player who walked far enough reached unterminated
generation running off into nothing.
Built as a FORCING op, appended automatically and not author-omittable, so
an invented strate cannot forget its own edge. Because a forcing op proves
AllSolid in its band, the outer shell also becomes free to skip in tile
classification -- correctness and a perf win from one change.
order spine -> vertical seal -> passage carving -> XY EDGE SEAL
-> disturbances -> diff
A near-rim passage may pierce a vertical seal; the XY seal runs after and
wins. A passage must never punch a hole through the world's edge.
ClassifyBox/ForcedMarginOverBox proved via the closest AABB radius with a
one-voxel margin: 8 boxes proved, 1 tile proved, 600 voxels brute-forced,
0 violations. FXYEdgeSealOp is IsXYPure. Max rim discontinuity .187 against
a 1.0 threshold -- a ramp, not a cylinder wall.
⚠️ WorldRadiusVoxels DEFAULTS TO 0, and that is deliberate. Codex flagged
that DA_Settings and BP_VoxelSettings predate the property and so do not
serialize it -- they inherit the C++ default silently. A default of 8192
would have walled in every existing world on next editor open with nothing
in the asset to explain it. 0 is a bitwise no-op (45 interior comparisons
against the unbounded path prove it). The GDD's intended ~8192 is a value
to set in the asset, deliberately, once. Documented at the declaration.
Codex found four spec errors, three of them mine: VF_ApplyBoundarySeal
lives in VoxelDensityPrimitives.h not VoxelCaveMorphology; the asset
default trap above; and my "density increases through the band" wording
contradicts the MC sign convention (solid is more NEGATIVE) -- the test
measures increasing solidness.
Build clean, 21 succeeded / 0 failed, run and verified by me.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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44938f3f98 |
fix(measure): a blocked route is not a disconnected pair
VF_AreConnected took the shortest coarse BFS route, re-walked it at full resolution, and on hitting a wall returned false and gave up -- never looking for another way round. That is a false NEGATIVE, and it was inflating the failure count of a bug we were actively trying to fix. On refutation it now excludes that specific coarse step and re-searches, up to a bounded budget (16). Outcomes are distinguished honestly: Connected a route survived full-resolution verification NotConnectedAtThisResolution no coarse route remains after exclusions CoarseLiedBudgetExhausted UNKNOWN -- routes kept being refuted The third is deliberately NOT folded into either other verdict. Collapsing "unknown" into "disconnected" is precisely what misled us. arrival->departure 7/16 -> 14/16 All 7 former COARSE_LIED became CONNECTED. arrival->spine 15/16 connected departure->spine 15/16 connected per-archetype law: 6/6 applicable routes pass Retries needed are small -- max 3 per query, 0 budget hits -- so 16 is generous rather than load-bearing. Runtime slightly IMPROVED (45.3 -> 44.9 s on the 16-seed sweep) because a satisfied query stops early. The false-POSITIVE guard is untouched and is now stronger in meaning: every Connected still requires a fully re-walked, air-verified route, and it now says "this specific route is open" rather than "the first route I tried was open". The controlled wall still returns BudgetExhausted after exactly 16 retries, and a repeat query is bit-identical in verdict, snap flags and retry count. ⚠️ REMAINING: seeds 6 and 14 are genuinely NOT_CONNECTED. Real or a step-2 resolution limit is not yet settled -- refine before touching generation again, per COMPOSER-NOTES §13. No generation, placement or parameter changed. Verifier only. Build clean, 20 succeeded / 0 warnings / 0 failed, confirmed in VoxelM.log. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU |
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9d5633ad54 |
fix(passages): aim the UPPER mouth too -- Tier 1 was only half built
VF_SuggestLandingPoint was called exactly once per passage, for the LOWER
mouth. The upper mouth fell out of the control-point chain with no landing
query at all: Tier 1 fixed where a player ARRIVES and never touched where
they DEPART. That predicted the measurement exactly -- departure->spine was
0 connected across all 16 seeds.
The ring proxy could never have caught this. It checks each mouth for open
space individually, and an unaimed mouth still has open space around it,
because the passage tube carved some. It took a connectivity measurement.
Each mouth now queries ITS OWN strate independently, which is what keeps
the layout a set rather than a sequence -- passage i never reads passage
i-1, so LayoutOrderIndependence stays green. Seed contracts kept unmixed;
SurfaceWorld still refuses; a declined query still preserves today's
placement rather than degrading it.
departure->spine 0 -> 9 connected of 16
arrival->departure 4 -> 7 of 16
aiming coverage upper 6/7 and lower 6/7 mouths now aimed at
generator-confirmed open space
⚠️ ACCEPTANCE STILL FAILS at 7/16, and the breakdown says why it is not
what it looks like:
arrival->departure: CONNECTED 7, NOT_CONNECTED 2, COARSE_LIED 7
Only TWO seeds are genuinely disconnected. Seven are COARSE_LIED -- the
coarse BFS found a route and the full-resolution walk hit solid on it.
VF_AreConnected checks that ONE route and gives up, so a blocked candidate
is reported as failure even when another route exists. That is a false
NEGATIVE in the verifier, and it means this acceptance number probably
understates the world. Next task fixes the measurement, not the world.
Codex was killed mid-flight by a session teardown, so the edits arrived
unvalidated; I built and ran the suite myself rather than assume.
Build clean, 20 succeeded / 0 warnings / 0 failed, verified in VoxelM.log.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
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7a20eeed0d |
feat(shafts): a drainage tree -- the field goes from 22% to 97% connected
The plateau was the tell. Roughness changed the component COUNT (it
manufactures noise pockets) but the giant component sat at ~0.22 in every
variant, and widening connectors past the proven roughness bound barely
moved it. That is a random graph below its percolation threshold: 0.6
sites, 0.35 bonds, and a 1.6-cell pair cutoff that drops many neighbour
pairs once jitter spreads them 1.7 (orthogonal) to 2.4 (diagonal) cells
apart.
So the lever was topology. Every shaft now emits a deterministic connector
to the nearest shaft STRICTLY closer to the origin, so chains drain inward
and terminate at the spine. The probabilistic connectors stay as texture
and loops -- the tree guarantees you can get out, the noise keeps it from
reading as a diagram.
Deliberately NOT tuned: raising CrossConnectChance/ShaftDensity/the cutoff
toward the percolation threshold buys a world connected at one seed and
shattered at the next, which is exactly the 1-in-16 behaviour we had. A
phase transition is not a knob.
seed 1337 components 30 -> 17, largest share .220 -> .975
16 seeds spine is the largest component in 16/16 (was 8/16)
largest share .58 - .9999
Seam safety, because a parent computed from a 3x3 window would differ
between chunks and the connector would exist in one and not the other:
collect over 7x7, emit only for the inner 3x3, whose 5x5 candidate windows
are then fully contained. 154 seam probes per path, 0 mismatches.
Box verdicts re-checked against the new air: 27 proved, 33 mixed,
0 violations. Stack mirror bit-identical over 20,000 samples.
Perf: 1.634 us forced rebuild, 0.100 us hot call -- the 49 rolls happen
only on cache rebuild, never per voxel.
⚠️ ACCEPTANCE STILL FAILS: arrival->departure 4/16 (was 1/16). Reported,
not tuned. With 97% of the air in one component, two mouths that both land
IN the field would essentially always connect -- so the remaining failure
is placement, not topology. Next.
Build clean, 20 succeeded / 0 warnings / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM
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