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
Editor-only, default off (voxel.ResearchRedefinedDensityField). The redefined field is a seeded,
periodic cross-corridor pattern per strate plus the authored passages, landings and a shaft tree,
with four value-noise detail bands at every near-surface 25 cm sample and sound 8^3 brick proofs.
259^3 ring, six workers: 308 ms median (467 ms without skips) vs 8.9 s for the live field.
Detail, boundary-artefact, determinism (1 vs 6 workers, two runs) and bound-audit checks pass.
Why it is not a pass: the slices show a mostly-solid field with a few straight corridors, where the
owner's world is mostly open space; rooms, the tunnel network, composer recipes and archetypes are
gone. Much of the speed comes from 60% of bricks being proven solid in that simpler world.
What it does show: detail at full resolution plus brick skipping costs ~80-130 ns/sample; the
cost of the live field is how rooms/tunnels/passages are represented, not the detail or the lattice.
The two walkability tests were redirected to the research field in the working tree; that change
is NOT committed (saved as scratchpad step2d-test-redirect.patch) so they keep testing the live world.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Fork of the Sol research session with the owner's answers (player-only 1 s collision; bounded
digging but fast crater spells). AVX2 integer kernel 4.25-5.86x over its scalar reference with
exact parity; radius-10 m crater = 714 bricks, cached-field edit < 1 ms (render not measured).
Cost estimate revised to 6-12 engineer-months; kill test gate <= 0.35 s worker wall on real plans.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Sol 6 (high, web search) research round: recommendation, three architectures, determinism
contract, migration with a 5-day standalone kill test. Standalone probe in
Saved/Research/brick_kernel.cpp (not VoxelForge code): 16.8M integer samples in ~0.36-0.48 s,
brick-classified ~0.1 s, 0 sign mismatches.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ