Commit Graph
267 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 bd68aee1ca parity: Unreal and headless resolve the same four-strate plan (L70, v214)
- Export commandlet writes the live Core adapter's world_assembly + resolved layout pair;
  the headless owner path imports that pair (manifest/layout equal, layout_chunk_width_q
  validated). owner_world.json re-exported from the owner's staged assets on the Linux host.
- Adapter SW route: Core clearance/radius floors, 0.5 m support search, outward-facing
  tie-break; passage mouth/mid radius floors match Core (36/24 owner voxels).
- FI in Unreal now uses the legacy (compiled analytic) generator unless a plan is imported:
  the auto native-FI plan failed the passage audit on the owner plan (1843 blocked samples,
  945 open-air violations). Owner decides whether native FI returns.
- In-engine spawn traces per strate (3 each): SW GenerateTile 42.7 worker-s vs 20.1 headless
  for equal tile counts; LOD0 p95 45-169 ms in UE.
- Fast tier green; all three passages pass on the shared plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 06:22:48 +01:00
Fr0zkaandClaude Opus 5.5 81e2452a3d captures: readable player-view captures with a coverage gate (L69); R36 native-generator survey
- Capture exports now cover a 90-degree player frustum (radius 3, LOD 0-8, overlap patches);
  a 17x9 ray coverage probe aborts before rendering if tiles are missing (truncated-mesh
  control: 480 uncovered samples, rejected). Clear colour is sky blue, so un-meshed space can't
  pass as dark rock. 16 views of the owner's four-strate plan.
- Explore commandlet: finite XYZ spawn override for traces (Source/, Linux-compiled).
- In-engine four-strate trace NOT obtained: the engine-generated plan fails passage validation
  at a solid centerline voxel (~(-43,-34.5,-448.5) m) while the headless owner_world.json
  plan passes. Engine and headless plans diverge.
- R36 (read-only): order TN -> VS -> FI for native migration; native FI is reachable from the
  adapter but not selected in the owner run, cause unknown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 04:00:49 +01:00
Fr0zkaandClaude Opus 5.5 5e2fc53d39 planner: four-strate owner plan spawns (L66); pinned 2-strate regression fixture
- Core caps each passage mouth reach to its own strate's usable content band (owner
  DA_Strate1 exports ReachMax=5000 owner voxels, which put the SW->FI lower mouth 79.5 m
  below FI, inside TN).
- Unreal adapter: SW route search keeps the old 64 m candidates first, then a bounded
  single-mouth search with shorter lengths; logs candidate/rejection counts.
- Internal-chain passage floor/support tweaks (only with >2 strates): ripple 1-2 4.78->2.90 cm,
  2-3 3.57->0.10 cm. Interfaces still 0/3 walkable (59/3/2 unsupported).
- verify.py: legacy tiers use Standalone/data/regression/owner_world_2strate_l61.json; new
  four-strate stage reads its expectations from owner_world.json (currently red on interfaces).
- Unreal trace L14 vs HEAD, same assets (16-chunk FlatPlain): 12.20 vs 12.56 worker-s; no x2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-26 22:13:22 +01:00
Fr0zkaandClaude Opus 5.5 47148e0a0d build: VoxelForge compiles in Unreal 5.7 on Linux (L65); Linux-only Unreal trace timing fields
Linux UE builds failed on the Core wrapper module: the Linux-only PerModuleInline.gen.cpp saw Standalone/Compat
shadow headers instead of the engine's, and WITH_EDITOR was redefined under -Werror. Compat headers now forward
to the engine headers with include_next for generated Linux module TUs (canonical Core TUs opt into the Compat
definitions via CoreNamespacePreamble.h); CoreMinimal.h undefines WITH_EDITOR first. VoxelForgeCore.Build.cs
enables that forwarding and AVX2 on Linux only; VoxelForge.Build.cs disables Unity on Linux only. Portability:
std::int64_t consistently in VoxelContentManager.cpp; grouped &&/|| in VoxelRedefinedDensityField.cpp. Linux-only
trace fields split Core generateTile / mesh copy / RMC stream build. Standalone Clang and GCC whole-view hashes
are unchanged vs 3202193. The Unreal spawn trace is blocked by the owner's new assets (SW route sweep fails).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-26 19:19:07 +01:00
Fr0zkaandClaude Opus 5.5 9136f5f0e7 chore(unreal): U2 -- owner's four-generator plan staged; owner_world.json re-exported
Owner re-saved strates 2026-10-26: DA_Strate1 SurfaceWorld, 2 FloatingIslands,
3 TunnelNetwork, 4 VerticalShafts (default params). BuildHost copies and the
enforced SHA-256 tables updated (old U1 set kept in the report); the export
commandlet handles the four-strate plan; Standalone/data/owner_world.json
regenerated (SHA-256 F42F96AD...). One normal BuildHost gate passed (64/64
tiles) but its top-strate window produced 0 triangles, and a missing
NewDataAsset reference warns -- both to check. No measurements this round.
Report: Standalone/Research/WorldAssemblerM3/Unreal2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:18:19 +01:00
Fr0zkaandClaude Opus 5.5 fc9227f9e0 fix(unreal): U1 -- Unreal compiles again on L61; CoreGeometry asset section; versioned layout-unit upgrade
Windows MSVC catch-up after abyss L15-L61 (no Unreal there): 64-bit clipmap
shift (C4334), qualified VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel, UHT
metadata and duplicate-signature fixes. Optional CoreGeometry section on
UVoxelStrateDefinition (native caves, lattice, profiled heightfields, named
stamps, rooms/tunnels; off/empty by default), resolved after passage planning.
VoxelForgeAssetVersion 2 converts strate height/transition/gap to metres on
load (exact, 0 m change on the owner's 5 assets; packages never saved).
Gates pass (SurfaceWorld, FloatingIslands, Core-off, M2, W1/W8/W16).
KNOWN REGRESSION vs L14 (2026-10-20, same command, same PC): full set 3.9 ->
5.37 s, worker-seconds 15.8 -> 30, LOD0 1.11 -> 1.69 s, ring 0.50 -> 0.80 s;
not yet attributed (Core L15-L61 vs Unreal side).
Report: Standalone/Research/WorldAssemblerM3/Unreal1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 12:12:08 +01:00
Fr0zkaandClaude Opus 5.5 135957831b fix: sanitizer sweep across all generators; bound signed shifts/division/overflow at coordinate limits (L61); R31
New verify.py sanitize tier (Clang address,undefined,float-cast-overflow; GCC address,undefined;
-fno-sanitize-recover) runs 19 cases per compiler at LOD0-8 across every generator, passages and the
crossing: 0 runtime reports; a planted signed-overflow control is caught by both. A static scan fixed
INT_MIN negation in floor division, unbounded signed LOD shifts and coordinate-times-extent overflow in
VoxelClipmapDesiredTiles.h and VoxelTypes.h (plugin and standalone), and VoxelWorld.cpp, VoxelContentManager.cpp
and VoxelDensityVolume.cpp (plugin only, uncompiled here). Supported-input output unchanged (version 211).
fast/medium/full PASS. Research R31 (self-checked): far-LOD 4-8 cut plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-26 05:19:18 +01:00
Fr0zkaandClaude Opus 5.5 c0c204ba50 fix: signed-overflow UB in VoxelHash made cave placement compiler-dependent; all generators LOD0-8; speed matrix (L60)
VoxelHash::Cell/Pair, legacy Cellular3D and the shared Core cellular hash added 0x7FFFFFFF to a signed
int32 before casting to uint32; overflow is undefined, so Clang and GCC placed cave passage 1 differently
(first differing sample at LOD1 tile (0,64,-512)). The bias is now done in unsigned arithmetic, in both the
standalone copy and the Unreal plugin header (Source/VoxelForge/Public/VoxelCaveMorphology.h). Native
caves, motifs and lattice now stream LOD0-8 with skirts and cross-level transitions. New verify.py
--speed-matrix runs every generator on one asserted-identical view (5 interleaved runs): motifs 1.33,
profiles 1.30-1.32, caves 1.41, natural SW 1.67, lattice 1.70, FI 4.93 s whole view. fast/medium/full PASS,
Clang/GCC peer hashes equal. Research R29 (open-edge ledge) and R30 (compiler-divergence suspects).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-26 01:50:15 +01:00
Fr0zkaandClaude Opus 5.5 1abee91721 refactor: resolved metre layout is the runtime authority (L41, migration step 3); stamp covers plugin sources; R8
UVoxelStrateManager::Initialize resolves the layout width to integer micrometres before passages or
scheduling; each slot stores physical [bottom, top) bounds, transition mode/width and passage settings;
chunk indices remain a floor-based compatibility projection. The Core adapter derives interiors and L29
bands from those resolved values. verify: full-tier cost baseline is HEAD (or --baseline), tier timeout
7200 s with 1800 s per process; the source stamp now includes the plugin Source tree compiled on Linux
(it previously missed VoxelStrateManager.cpp and friends). Owner hashes identical to L37; fast, medium
and full PASS on a clean rebuild. Unreal manager/adapter edits are uncompiled on Windows.
Research R8: inventory of unit-bearing UPROPERTYs and a custom-version asset migration plan.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-23 19:36:51 +02:00
Fr0zkaandClaude Opus 5.5 7f2d84d2c7 fix: L37 Core compile error (stray paren) and Unreal-side issues from review R2
ShapeWorldInternal.h kept an extra ')' after a diagnostic edit was restored post-build, so the L37
commit did not compile; the fixed build reproduces L37's verified owner-world hashes exactly.
Unreal (uncompiled here): SetHardTransitionFallbackForAssembly is const over a mutable runtime flag
(the adapter calls it through a const manager); the legacy fallback clears the flag; VoxelStrateManager
includes <cmath> for std::llround. Adds research R2 (read-only Unreal compile/behaviour review).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-23 06:55:53 +02:00
Fr0zkaandClaude Opus 5.5 3e443bf81c wip(assembler): round L37 -- FI mouth carve-fade fix, no raised bridge (style 0); research R1
The passage mouth fade multiplied the signed carve distance by zero, which turned native rock into an
open surface (the reason earlier rounds stamped walk pads at mouths); it now blends between the
uncarved field and the full signed carve. The FI style-0 route followed a lifted grade envelope over
the crater (the "bridge"); it now runs on the rim and follows the native surface. New built-shape and
crease audits with thresholds frozen before the fix (L36 and box controls fail). 24/24 passage rows,
30/30 determinism, 16/16 invariants, 18/18 interface/ring. Unreal: one recipe setter (uncompiled).
Research R1 (read-only, web): ranked proposals for natural walkable mouths, floor-limited carve first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-23 05:51:50 +02:00
Fr0zkaandClaude Opus 5.5 63c7e563d0 wip(assembler): round L29 -- strate transitions honoured at the bedrock/ceiling interface
EVoxelStrateTransition from the upper strate shapes the bedrock(N)/ceiling(N+1) interface in the
shared composition layer: Hard flat; Gradient = smooth 2D hash surface (16 m owner width, about 4 m
measured undulation); Interleaved = 3D domain-warped fingered overlap within the width. Each band
keeps >= 2 Core voxels solid; faces return to the seam near passage mouths. Interface audit over
512 m: 0 hole columns for all modes; wider-than-declared and too-thin controls rejected. All passage,
route, proof and validator audits pass; deterministic Clang = GCC. Evaluator 15. Cost +4% SW,
+1.3% FI vs L28. Open: ring-like artifact on the FI floor capture; transition look unverified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 09:16:12 +02:00
Fr0zkaandClaude Opus 5.5 07b3fe2852 wip(L27, side branch): passages cross open voids inside shared natural rock columns
Unsupported passage runs > 12.5 m become a solid relief-bearing column (ceiling/island to
ground, flared base) with the helix inside, for every recipe; FI anchor uses the same path.
All 4 styles x both recipes: 0/0/0, 0 open-air, naturalness pass; no-long-bridge audit (L26
fails it). Deterministic, Clang = GCC. Look approved; cost +35% SW / +19% FI blocks merge (L28).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 04:14:14 +02:00
Fr0zkaandClaude Opus 5.5 ef789aaa00 wip(L25, side branch): FI helix enclosed in a 13 m rock root; support never created in open air
Fixes the L24 ribbon (owner request). NOT merged: the open-air support gate leaves ~4,000 unsupported
samples on every SurfaceWorld-recipe passage style (TN -> SW), a walkability regression. L26 fixes that
on this branch. See Linux25/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 00:38:57 +02:00
Fr0zkaandClaude Opus 5.5 cb9236c265 wip(assembler): round L24 -- per-strate passage styles; natural Worm default; FI anchor island
Core plans inter-strate passages from each upper strate's FStratePassageConfig for every
generator: Straight / Worm (the new natural default: meander, variable radius, rough walls) /
Spiral / Cascading. A naturalness audit (no >8 m flat runs, >=0.20 m wall relief) fails on L23's
smooth tube. FloatingIslands selects Spiral, with a deterministic unique anchor island (ordinal 2)
joined to the bedrock floor by a rock root. The SW arrival no longer stamps flat shelves.
Capsule audits 0 blocked / 0 unsupported / 0 grade failures, all styles. Full-view hashes
deterministic W1/W8/W12, Clang = GCC (reviewer re-run). Evaluator 10, FI geometry 5.
KNOWN: the FI helix renders as a spiral ribbon in open air around the pillar instead of a tunnel
enclosed in rock; fix next round. Unreal edits uncompiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 21:42:21 +02:00
Fr0zkaandClaude Opus 5.5 71d09a8c52 wip(assembler): round L23 -- inter-strate passages planned from the resolved layout and carved
After L22 the FI -> SW passage no longer connected the strates (legacy owner-voxel coordinates,
lower end 23 m above SW), and Core never carved passages through the bands. Now the director
plans passages from the resolved layout (PlanResolvedLayoutPassagesV1; deterministic hash of
seed/strates/connection; placement disk from PassageConfig, 8-24 m around (0,0)); shared
composition applies generator field -> bands -> bounded passage carve and support shelf, opening
the bands only along the tunnel. Mouths bind to the strate routes. Capsule audit: 0 blocked /
0 unsupported (325,962 samples FI, 284,319 TunnelNetwork), negative controls detected; all 8
generator kinds exercised. SW away from the passage is bit-identical. Layout V3, evaluator 9.
Open: look not yet natural (stepped tube in FI void, terraced SW arrival); SW-as-upper route
planning fails; Unreal adapter uncompiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 18:22:12 +02:00
Fr0zkaandClaude Opus 5.5 55c26a05a7 wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in
the director/adapter and standalone loader; every generator reads the resolved width (no
CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its
BoundarySealThickness in the shared composition path (diggable by default); faces come from the
shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor),
SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is
gone. The strict layout validator passes on the real world, with 0 endpoint dispatch
disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone
(reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4.
Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal
setting/manager/adapter edits uncompiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 12:03:14 +02:00
Fr0zkaandClaude Opus 5.5 8753f6dbe4 wip(assembler): round L21 -- resolved strate layout snapshot + validator (no world change)
Core ResolvedLayoutSnapshotV1 (canonical JSON, stable identity): per strate stable ID, generator,
recipe, interior bounds in metres, ceiling/bedrock bands as Core really applies them, transition
mode/width, dispatch provenance. Validator: compat mode reports today's deviations; strict mode
enforces ceiling -> content -> bedrock -> next ceiling (owner rule), two separate bands, nominal
contiguity, interpenetration only within the declared EVoxelStrateTransition width; 7 negative
controls rejected. Findings: SW built at -120..-632 m although the params say -60 m; a 60 m unowned
gap filled by analytic FI fallback; no active bedrock bands; transitions ignored by Core.
All L19 hashes unchanged (28 + 14 crossing runs). The Unreal adapter exports resolved_layout
(uncompiled here).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 10:22:00 +02:00
Fr0zkaandClaude Opus 5.5 dcf0763ec5 wip(assembler): round L18 -- FloatingIslands false floors removed; shared strate ceiling
FI geometry v3 drops the all-XY lower boundary seal that created false floors (3.5/8 m); the
ceiling comes from the shared VF_ApplyUpperBoundarySeal and AppendStratumBoundaryCeilings path
for every generator, at each strate's own configured upper boundary (owner: every strate has a
ceiling). Far-LOD ceiling continuity: 0 gaps at LOD4-8. SurfaceWorld bit-identical to L14
(14 configs + 24 m crossing); FI deterministic (28-row matrix); route parity and proofs pass.
Unreal: FI geometryVersion 2->3 and the shared upper-seal helper extracted (UBT compile needed on
the owner PC). Open: small ceiling holes; lower-stratum LOD ring steps seen through the FI void.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 07:55:53 +02:00
Fr0zkaandClaude Opus 5.5 b1cfaf53b8 wip(assembler): round L11 -- fix 24 m+ crossing crash; near ring ready 2x sooner at spawn
Crash: crossing tiles were coalesced into one huge rectangle, and BuildSpatialBins tried to
resize to ~4.3e17 bytes (std::bad_alloc; the L7 32 m failure had the same cause). Analytic
regions now skip unread dense bins and compile in world-aligned 128-voxel pages, published
together; out-of-range keys error before allocation. 24 m, 32 m and 1 km crossings pass
(1 km: 72 pages, peak RSS 700 MiB).
Spawn: World::isTileShapeFree proves LOD0 SurfaceWorld tiles that never read the cave shape;
those start before shape compile, and all others wait. Reviewer W12 no-hash: near ring 0.337 ->
0.159 s, whole view +2.1%. All SurfaceWorld/FloatingIslands hashes unchanged (W1/W8/W12, both
compilers, forced-overlap run). Unreal VoxelWorld.cpp adapter changed but NOT built here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 00:28:58 +02:00
Fr0zkaandClaude Opus 5.5 ec2afe9c93 wip(assembler): round S14 -- 4-way column cache + memoized MC gradients (output unchanged)
Worker-local XY column cache uses deterministic 4-way sets at LOD3-8: LOD4
misses 8,224 -> 1,437, conflicts 7,407 -> 0 (direct-map control: 6.62 s /
43.5 worker-s vs 4.24 s / 21.7). Exact LOD0 lattice gradients memoized per
tile: MC-exclusive 242 -> 201 ns/sample, two-pass loop unchanged. Hashes
identical, no recipe bump. Primary cold trace 4.24 s full set, ring 0.45 s,
75/75 at 40 m/s; a repeat ran uniformly ~40% slower on every LOD (machine
contention suspected); tick p95 to re-check on an idle machine. CVars
voxel.CoreColumnCacheDirectMapped / voxel.CoreMCGradientMemoization.
Report: Standalone/Research/WorldAssemblerM3/Round18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 17:58:54 +02:00
Fr0zkaandClaude Opus 5.5 87b0e5d8cd wip(assembler): round S13 -- tile cost counted per LOD (diagnostics only, no output change)
Exclusive per-stage tile timers and probes. Findings: LOD0 is MC-exclusive
(10.4 of 14 ms p95, 243 ns/sample); LOD4's 3x cost is column-cache misses
(8,224 vs ~1,600-1,900 at LOD3/5), cap refine secondary; per-tile feature lists
cost ~0.001 ms; cross-worker column repeats common (277k at LOD0). Global octave
drop and stride-2 interpolation probes fail the 2 cm gate. Worker cap 1 kept
(cap 0 worse 40 m/s tick tail). Report: Standalone/Research/WorldAssemblerM3/Round17.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 15:40:25 +02:00
Fr0zkaandClaude Opus 5.5 212814a75c wip(assembler): round S12 -- short ready queue keeps workers fed between ticks: full set 6.0 s -> 4.9 s
voxel.StreamingReadyQueueDepth=8 admits one extra worker-set of prioritized
tasks; voxel.StreamingBackgroundWorkerCap=1 sizes slots to the 8 TaskGraph
background workers actually running tile tasks. Full set 5.96 -> 4.91 s,
LOD0 1.40 -> 1.09 s, ring 0.49 -> 0.51 s, 40 m/s ring 75/75. Tick p95
+0.6 ms spawn / +0.26 ms walk, max flat. No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round16.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 14:29:38 +02:00
Fr0zkaandClaude Opus 5.5 dd9bfd3217 wip(assembler): round S11 -- bounded spawn apply budget: in-game full set 7.1 s -> 6.0 s
Startup apply mode on by default (12 meshes / 14 ms per frame, ends when the
initial set and walkable ring are ready, 30 s cap); normal play keeps the
authored budget. Backlog peak 252 -> 10, LOD8 apply wait 1.1 s -> 4 ms.
Ring 0.49 s, LOD0 1.40 s, 40 m/s ring 75/75. Remaining floor: frame-paced
admission (~8.3 submits/frame, 8 running workers max). No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round15.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 13:03:44 +02:00
Fr0zkaandClaude Opus 5.5 b90d63d0f7 wip(assembler): round S10 -- LOD8 horizon sampled at MC spacing: LOD8 worker time 18.8 s -> 4.3 s
Planar far horizon samples the LOD8 interior at the MC cell spacing, keeping
128-voxel boundary strips; far recipe v3. LOD8 p95 59.8 -> 13.9 ms, spawn
worker-seconds ~41 -> 26.9, full set 7.8 -> 7.1 s, ring 0.49 s, LOD0 1.43 s,
40 m/s ring 75/75. S3/S4 2 cm agreement, 100% cap coverage, W1/W8/W12 and
W1/W8/W16 determinism pass. Report: Standalone/Research/WorldAssemblerM3/Round14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 12:23:18 +02:00
Fr0zkaandClaude Opus 5.5 e7586a1256 wip(assembler): round S9 -- collision look-ahead: ground ring ready on arrival up to 40 m/s and 50 m/s falls
voxel.StreamingCollisionLookahead (default on) predicts the support tile 350 ms
ahead along full 3D velocity and prioritises its 9-tile collision ring. Owner
plan, BuildHost actor: 40 m/s arrival-ready 25/74 -> 74/74 (CVar-off control
15/74); 6/12/25 m/s stay 100%; -Z 50 m/s 93/93. Spawn unchanged (~7.7 s).
Critical LOD0 path at 40 m/s: generation 67 ms p50, RMC body update 38 ms p50.
LOD8 cost counted (native horizon 48 ms of 60), optimisation deferred.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 10:56:54 +02:00
Fr0zkaandClaude Opus 5.5 8440adc742 wip(assembler): round S8 -- region rebuilds no longer stall admission; result backlog capped
voxel.CoreRegionConcurrentAdmission (default on): tiles independent of the
entering region keep submitting while a region page compiles; pages are
immutable shared_ptr owners so running readers survive eviction. 6 m/s: 11
whole-pass skips -> 0, walkable ring ready at every centre change.
voxel.StreamingResultBacklogCap=256 bounds finished results (slow-apply worst
case 125 -> 76 MB). Spawn unchanged at ~7.7 s: LOD8 is 46% of worker time.
At 60 m/s + teleport the collision ring is outrun (102/113 centres).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 09:43:03 +02:00
Fr0zkaandClaude Opus 5.5 5eb9ee76ff wip(assembler): round S7 -- workers kept busy: in-game cold full view 17.5 s -> 7.8 s
Two admission blockers found by per-frame decline codes: the near reserve held
four slots idle after LOD0 was done (coarse capped at 6), and finished-but-
unapplied results counted against the task cap. Admission now counts queued +
running tasks; near reserve releases once the walkable ring is ready while
stationary (voxel.StreamingDynamicNearReserve, default on). Walkable ring
0.65 -> 0.58 s, full LOD0 2.28 -> 1.44 s, busy workers 2.2 -> 5.6 of 10.
Old behaviour behind voxel.StreamingLegacyPendingResultCap. RMC source reviewed
(read-only): batching/fast-cook ranked, not yet worth it on measured apply cost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 08:10:10 +02:00
Fr0zkaandClaude Opus 5.5 b9c13c37c0 wip(assembler): round S6 -- in-game cold view counted; workers mostly idle, apply cap not the floor
Direct per-tile trace on the BuildHost actor (owner plan, 2,578 keys): full set
17.4 s legacy; gated coarse-first (after the 9-tile walkable ring) 11.7 s with
the ring still at 0.63 s, but full LOD0 slips 2.3 -> 10.2 s. Startup apply
boost changed nothing (0.4%). 37.6 worker-s over 17.4 s on 10 slots = ~3.3
busy: the floor is admission/work supply. S5's 251 ms staircase was the trace
sampler. Fixed CVar parsing in headless BeginPlay and the 60 m/s crossing
instrument. All three knobs stay opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 06:46:54 +02:00
Fr0zkaandClaude Opus 5.5 c0596c5f24 wip(assembler): round S5 -- streaming gates + trace; coarse-first order kept opt-in (no win)
Walkable/enclosed/refined gates defined; JSONL trace joins request, worker start,
build/apply and discards. Coarse-first + dynamic near reserve behind
voxel.StreamingCoarseFirst / voxel.StreamingDynamicNearReserve (default 0 =
S4 order): matched runs showed no walkability or full-view win and slower
LOD0/1 refinement. Instruments settled: 3.1 s standalone reproduced (16.7 s was
another generation route); black early captures were clear-only frames.
Hashes equal S4; Core-off, M2, SurfaceWorld/FloatingIslands BuildHost pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 04:42:41 +02:00
Fr0zkaandClaude Opus 5.5 9d3c50ca95 wip(assembler): round S4 -- continuous far ceiling at the strate's upper boundary
S3's far cap sat up to 8.2 m above the near roof and read as floating pieces.
The far render cap now projects onto the owning strate's upper boundary
(density unchanged), on a global XY lattice, LOD4 16-voxel grid + LOD5-8
128-voxel. Cap agreement 0.05 cm (100 cm control detected), 2520/2520 upward
rays hit roof on the owner walk. Far recipe v2; LOD0-3 hashes equal S2/S3.
Tile p95 flat; cold clipmap +4.4%. Far-cliff fluting left open (coarse MC step).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 00:41:13 +02:00
Fr0zkaandClaude Opus 5.5 d0f97bf79a wip(assembler): round S3 -- far ground from the native heightfield; LOD7/8 tiles 36-66% cheaper
Far-shell repair (81-96% of S2's LOD7/8 tile time) is skipped for certified
SurfaceWorld tiles; ground and cap come from the shared planar heightfield.
Near LOD0-3 hashes equal S2; far recipe version 1 salts LOD5+ identities.
Cold first view 6.6 -> 3.4 s (aim 1.57 s). Not a visual sign-off: distant cap
shows floating pieces, sprint streaming arrives late.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 21:29:52 +02:00
Fr0zkaandClaude Opus 5.5 6ddb834b1c wip(assembler): round S2 (Sol) -- shared per-tile feature queries for every Core family; island placement 30x faster
Island-only worker context replaced by a shared worker-local candidate domain
(WorldAssemblyFeatureTileListV1 / ScopedWorldAssemblyFeatureQueriesV1) serving
SurfaceWorld, FloatingIslands and far-shell queries; a per-domain cost hint keeps the
full scan on small plans. Content placement prepares the same queries and skips proven
air: owner island cell p95 7.07 -> 0.24 ms; populated fixture 572 exact placements,
3.27 s -> 29 ms. Full/candidate hashes equal with dropped-feature controls on both
families; S1 default W1/W8/W16 hashes reproduced; Core-off and M2 fixtures pass.
Default contract for future families in ARCHITECTURE 8.23. Run on gpt-6.1-sol medium.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 19:50:45 +02:00
Fr0zkaandClaude Opus 5.5 d6e69420e8 wip(assembler): round S1 -- one Core voxel-size source; per-tile feature lists (islands)
AVoxelWorld::CoreVoxelSizeCm (default 25, 32 voxels/tile) flows through plan, field,
mesher, content, water, atmosphere, edits and collision. Staged-owner BuildHost passes at
20 cm (SurfaceWorld + islands, W1/W8/W16, anchors, BP edits, collision) with a fixed-25cm
negative control; default-size hashes match round 4; Core off stays legacy 12.5 cm.
Reusable BuildWorldAssemblyFeatureTileListV1; wired into FloatingIslands only so far.
256-island stress: tile p95 112.5 -> 2.0 ms, 0 mismatches, dropped-feature control fails.
Content placement measured (no populated cells): island ground search 7.25 ms/cell vs
legacy 0.29 ms -- open. Outside-review evaluation in Round5/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 18:48:38 +02:00
Fr0zkaandClaude Opus 5.5 111cf3d262 wip(assembler): M3 round 4 -- plans built inside Unreal from the owner's strates; no import needed
SurfaceWorld and FloatingIslands plans generate at startup from the resolved seed,
strate types and heights (hashed, cached). Imported JSON is an opt-in override (off by
default); an invalid override shows an on-screen notice and falls back to legacy.
BuildHost on staged owner assets: SurfaceWorld cross-system checks, islands at owner
height (route, collision, anchors, BP edits), seed 137501, W1/W8/W16, Core-off legacy.
XY-column cache verified (hashes kept); island LOD0 p95 91 ms vs 133 ms sprint deadline.
Not exercised: season-seed path (no Season in staged settings), rendered notice pixels.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 22:48:46 +02:00
Fr0zkaandClaude Opus 5.5 48fa028086 wip(assembler): M3 round 3 -- separated islands + Unreal island route (owner build 18:46)
Islands read as separate (91.89% open sky at mid-height), underside cavity closed,
rim teeth were capture shading. Island manifest import + BuildHost proof passed on the
pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed.

Known open: final XY-column cache compiled in the owner build but is unverified;
island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island
manifest only fits the BuildHost fixture layout (owner's world: Core init fails,
empty world) -> round 4 builds plans inside Unreal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 20:53:03 +02:00
Fr0zkaandClaude Opus 5.5 4661a445be wip(assembler): M2 round 4 -- WorldAssemblerHybridV2: exact contacts, tagged tiles 1.18-1.27x MC
The round-3 'field contact error' measured hit-to-anchor distance; V2 contacts are 0 cm and on the zero
isosurface. Tagged-tile cost 5.7-6.7x -> 1.175-1.270x MC; organic 0.998x. Bound, shelf-thickness and route
audits rerun with negative controls; W1/W8/W16 stable; V1 and MarchingCubesV1 unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 10:41:43 +02:00
Fr0zkaandClaude Opus 5.5 22a6b30494 wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells
with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked
collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC.
Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 09:53:04 +02:00
Fr0zkaandClaude Opus 5.5 61633cb492 wip(assembler): M1 round 6 -- owner walk fixes: 25 cm geometry scale, one height datum, carve/fill sign, faster relief meshing
Owner saw content floating above native terrain, spiky triangles, reversed carve/fill and late relief.
Causes: shared mesher placed Core tiles on a 12.5 cm grid; content/atmosphere asked strate ranges in
12.5 cm voxels; Core edits add density where the legacy diff subtracts. Horizon LOD8 bridge edge
5.657 -> 2.265 cells. Relief mesh p95 60.8 -> 42.0 ms (LOD0). New BuildHost checks for scale, height,
blueprint carve/fill and per-kind streaming lag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 20:39:24 +02:00
Fr0zkaandClaude Opus 5.5 f67b519e75 wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Manifest imported into UVoxelSettings (hash 8933693d9560ba9f), folded into the season
content hash only when Core is on. BuildHost: W1/W8/W16 stable, 2553 surface tiles match
standalone, 432 LOD transitions, collision on all 36 expected tiles. Matched timing
96.8 s native vs 197.3 s bridge (2.04x). Collision support tiles wait for Core region admission.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 15:31:48 +02:00
Fr0zkaandClaude Opus 5.5 874c796c65 wip(assembler): M1 round 1 -- manifest format, block contract, bound audit, native Heightfield2D
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md):
- Versioned fixed-scale world manifest (the shipped plan format) and the Core block
  contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels.
- Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound
  is detected (negative control).
- Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at
  W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density
  error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries
  match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles).
- Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty;
  top-down height maps are the only usable pair).
Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route
law for automatic changes only) and three plugin files + BuildHost scripts that earlier round
commits had missed (also fixed on unreal/core-integration as 2574b56).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 00:04:30 +02:00
Fr0zkaandClaude Opus 5.5 75210e56f3 wip(unreal): round 3 -- owner's in-game defects classified; opening room fixed; Core biome query
Luna, integration round 3, from the owner's four in-game screenshots:
- Capsule rings at the opening and the shaft continuing through the cave room were Core
  world defects: the synthetic bore is removed and the opening gets a finite origin room
  and floor (solid below). New world version, W1/W8/W16 identical: density
  a8bcb72d41092503, mesh 90f29ba15e24579f, payload 82c6b489e7bb7fd7, topology
  7b99448a1f844f2c.
- B-side landing and surface: headless coverage found no missing tiles or LOD-transition
  gaps (960 / 640 fine tiles compiled after travel); best explained by Core's missing
  SurfaceWorld representation. Null-RHI cannot rule out a presentation-only issue.
- Core mode GetBiomeAtWorldLocation now answers (e.g. Biome_Surface_Plain); biome
  terrain itself is not generated yet (proposal: native Core SurfaceWorld evaluator).
Owner checked the Step29 viewer himself: the surface strate type is absent there too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 21:45:49 +02:00
Fr0zkaandClaude Opus 5.5 075e58187e wip(unreal): AVoxelWorld Core mode -- streaming, collision and carving through VoxelForgeCore
Luna, integration round 2 (BuildHost only): AVoxelWorld::bUseVoxelForgeCore (default
false) routes desired tiles, generation, upload/collision and carving through Core.
Core-only CoreClipRadius=3 / CoreMaxClipLevel=8 (owner's asset untouched); 25 cm Core
voxels in every cm<->voxel conversion; legacy brush sizes scaled to keep physical size;
UE-task JobScheduler, epoch-checked Mpsc results, existing RMC upload + collision cook;
carving via sequenced applyEditTransaction. Switch off: BuildDesiredTiles takes the old
path unchanged.
BuildHost proof (actor commandlet, staged copies of the owner's assets): all 2,226
initial tiles hash-match standalone Core; collision bodies as expected; anchor move
requests 1 / releases 1 tile; carved tile hash matches standalone; peak ~2.68 GiB.
Legacy CrossPlatformDigest automation: 115,000 samples pass (wrapper flagged an
analytics write outside isolation).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 20:33:46 +02:00
Fr0zkaandClaude Opus 5.5 29ca99af7f wip(unreal): VoxelForgeCore UBT module + asset adapter reproduce the standalone world
Luna, integration round 1 (BuildHost only; owner's project and assets untouched):
- New runtime module VoxelForgeCore: one shim per Standalone/Core/core_sources.txt row
  (sources stay canonical under Standalone/), NoPCH/no unity, manifest check; VoxelForge
  links it (no runtime routing yet). UE link-safety audit: 18 shims, 83,843 symbol lines
  vs 399 Unreal-style names, 0 clashes.
- Adapter (editor commandlet path) turns staged copies of the owner's DA_* assets into
  schema-v1 JSON; with clip_radius=3/max_clip_level=8 it reproduces all four Core hashes
  (0xdb2991c73215af4c, 0x8236c5edd7fc8e4f, 0x4c48fa75a543d58e, 0xbea22e76b34a4dfc) and
  walkability 5,642/5,642 at worker limits 1, 8 and 16.
- Noted: the owner's settings asset says max clip level 6 (standalone used 8); Core uses
  25 cm voxels vs the plugin runtime's 12.5 cm.
Not done yet: AVoxelWorld switch and Core runtime route (round 2).
Docs: CODEMAP, ARCHITECTURE, SHARED_CPP_LIBRARY_PLAN, UNREAL_INTEGRATION_REPORT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 19:38:18 +02:00
Fr0zkaandClaude Opus 5.5 05f62cff36 standalone: the owner's world outside Unreal -- bit-identical density, D3D11 fly-through viewer
Standalone/ (C++20, MSVC /O2 /arch:AVX2 /fp:precise, Build.ps1): copied density pipeline, op stack,
cave morphology, passages, strate manager/composer, noise, DetSinCos, mesher, clipmap selection,
with a UE compatibility layer (Compat/). Owner data exported once to Standalone/data/owner_world.json
by a default-off explore-commandlet exporter (the only plugin-source change). 25 cm voxels.
Parity: seed 0, 3,436 samples (strate edges, negative/far coords, rooms, tunnels, passages,
landings): bit-identical. Viewer: full 7-level clipmap, per-level toggles 1-7, T = round winding
tunnels (standalone option), N/P seed, F wireframe.
Timing NOT yet a baseline: 515 s for 12,054 tiles (L0 70 s, L6 296 s); the compat TMap/TSet are
vector-backed with linear lookup, which the plugin's caches do not expect.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-02 12:14:04 +02:00
Fr0zkaandClaude Opus 5.5 bc0f9ee791 wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in
game instead.
1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot
   clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres.
2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research
   field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled
   (ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6,
   PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume
   res 256). Asset values override these defaults: the owner must double his own.
   Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s;
   32 m cube (259^3) 0.95 s.
3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds
   the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test.
4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass
   at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers:
   1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen
   window, then blank frames); not pursued.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 21:21:45 +02:00
Fr0zkaandClaude Opus 5.5 ca78352e43 research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game
Editor-only, default off (voxel.ResearchParameterizedCave 1; the live skip proofs now decline
automatically). Jittered elliptical chambers of varied size and height with rock between them,
narrow tunnels, capped shafts, occasional pillars/ledges/stalactites/stalagmites/hanging masses;
detail bands at 48/24/12 samples (shortest 3 m), bound 3.822.
Gates, step 2e -> step 2f R29 (worst of 8 profiles), each rejecting 2e:
  crumbs < 1 m^3 2,290 -> 0; dihedral >45 deg 40.7% -> 2.2%; lattice detail energy 0.83 -> 0.007
  (RMS floor kept: 0.484 >= 0.40); LOD1 distance p95 0.709 -> 0.377 samples; grid autocorrelation
  0.667 -> 0.348; solid share 2.7% -> 79-82%; roof/floor openings 26,657 -> 0.
Speed, 259^3 ring, six workers, idle machine (20 GB free): 527-572 ms, worst TerracedBasin 572.3 ms
(R27 591 ms, R28 603 ms: run-to-run spread is ~5%). Proof audit 0 violations, undersized control
caught; seams pass; 1 vs 6 worker hash 876069a813c83cee; TraversalSeeds pass.
Captures are UNLIT (lit runs showed only sky; three D3D12 device-removed crashes): they show the
material's tiling, not the cave forms, so the look is not yet judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 05:50:20 +02:00
Fr0zkaandClaude Opus 5.5 d6555df5fa wip(step2f): coherent field -- flakes, speckle, grid, roof fixed; 3 crumbs + 636 ms left; last edits UNCOMPILED
Stopped by low memory (another app at 14 GB; processes failed with 0xC0000142).
r6 (compiled and measured, owner playing during the run), step 2e -> step 2f r6:
  crumbs < 1 m^3 (max per profile)   2,898 -> 3        FAIL (0,0,0,0,2,1,3,2)
  flakes (shard share / p95 angle)   40.7% / 84.2 deg -> 2.1% / 33.1 deg   pass
  lattice-scale detail energy        0.832 -> 0.016    pass
  grid signature (autocorrelation)   0.666 -> 0.349    pass
  min solid share / roof openings    2.7%, 26,657 -> 79.2%, 0   pass
  worst profile ring time            642.8 -> 636.3 ms FAIL (6 workers, 259^3)
Step 2e measured 642.8 ms here vs 570 ms idle earlier: the game was costing ~12% during this run.
Brick proofs + audit, seams + injected seam, 1 vs 6 worker determinism pass. After r6, feature
probabilities were lowered to remove the last crumbs: NOT compiled, NOT measured. TraversalSeeds,
in-game captures and the LOD-rejection figure for 2e are still to do. Reject screenshots included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 19:50:42 +02:00
Fr0zkaandClaude Opus 5.5 0a7492ffab research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted
Editor-only, default off. Seeded chamber graph (jittered XY grid, spanning tree, optional loops,
tunnels, shafts, pillars, ledges, spires, floating masses, basins), 8 profiles, four detail bands
at every surface-affecting 25 cm sample, sound brick proofs. 259^3 ring, six workers, medians of 3:
404-570 ms (worst TerracedBasin 570.0 ms). Detail, seam, bound-audit (0 violations, undersized
control caught), determinism (1 vs 6 workers) and TraversalSeeds all pass; live tests untouched.

Not accepted yet: the profiles are 81-97% open air. In the slices a "TightNetwork" is a large void
with scattered solid blobs (rooms of 0.5-0.76 x pitch overlap and merge), and the finest detail
band shows as salt-and-pepper speckle with 22-109 separate 1 m components per ring: fast partly
because air bricks skip, and the look needs the owner's judgement. Also missing vs live: maze,
flat/plain, crystal-chamber, surface-world and underwater grammars; water geometry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 17:47:36 +02:00
Fr0zkaandClaude Opus 5.5 f8a46ecf8d wip(step2e): parameterised chamber-graph model -- compiles, traversal test PASS; benchmark not run
Stopped by low memory (another app held 12.5 GB; processes failed with 0xC0000142).
Editor-only, default off: a seeded connected room graph (varied chambers on a spanning network,
optional loops, shafts, rock features, ledges, basin floors), eight parameter profiles, the
step-2d brick driver and detail bands, a new test VoxelForge.ParameterizedGeneration.TraversalSeeds
(PASS in step2e_functional_01, which also proves the tree compiles). Existing live tests untouched.
Not yet run: the eight-profile ring benchmark, variety metrics, slices, detail/artefact/determinism
checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 11:45:45 +02:00