0e9df9e5a70038148a6db64cb33905780e60b14d
63
Commits
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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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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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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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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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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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58e61cdefa |
feat(shafts): the spine joins its neighbours -- necessary, not sufficient
Jahni chose: make the (0,0) column join the shafts it passes, so VerticalShafts behaves like the other seven archetypes. Built, and it works as far as it goes -- the spine is now the LARGEST air component in 13 of 16 seeds (share up to 0.81, was 0.096 and never largest). ⚠️ IT DOES NOT MEET THE ACCEPTANCE CRITERION. arrival->departure is still 1/16. Reported as a failure rather than dressed up, because the criterion was the measured law, not "the code was written". The test now prints ACCEPTANCE arrival->departure: FAIL (1/16 seeds pass) so it cannot be quietly forgotten. Why it is insufficient, and it is structural: the spine only joins its own 3x3 cell neighbourhood, while passage mouths land 60-200 voxels from (0,0). The departure network is unreachable from the spine in all 16 seeds. Joining the hub to its neighbours does not help if the rest of the graph never reaches the hub. Part A diagnosis (seed 1337, margin 0, step 2, radius 192): baseline 30 components, largest .220 roughness 0 17 components, largest .226 connector radius 8 29 components, largest .229 H1 is real but partial: roughness fragments the space (13 of the 30 components are noise pockets), yet widening connectors past the proven roughness bound barely moves it. So roughness is NOT what severs the network -- the largest component sits at ~0.22 in every variant, which is the signature of a graph below its percolation threshold. The lever is topology, not radius. H2 (the hardcoded 1.6 pair cutoff) went untested. Implementation notes: the spine is added ONLY as a connector endpoint, not as a carving shaft -- VF_ApplyOriginSpine remains sole owner -- and is excluded from ledge placement. Spine connectors use radius 6.625, above the proven roughness supremum of 5.625 (sup|FBM| = 1.5, not 1.0). SpineRadius is threaded through BuildVerticalShaftStack, not hardcoded. Op-stack mirror bit-identical over 20,000 samples, 0 box-verdict violations. LayoutOrderIndependence green. Build clean, 19 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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5519b323c8 |
test(measure): the spine is the backbone in 7 of 8 strates -- and not in
VerticalShafts Diagnosis only. No generation or placement changed. The hypothesis was that the (0,0) spine (OriginSpineRadius 14) is the universal connector, so "can this mouth reach the spine" would be the real primordial-law test. Measured at margin 0, step 2, radius 192: strate spine share largest? arr->spine dep->spine TunnelNetwork 0.979 YES CONNECTED not connected FlatPlain 1.000 YES CONNECTED CONNECTED CrystalChamber 1.000 YES CONNECTED CONNECTED Maze 0.997 YES coarse-lied CONNECTED SurfaceWorld 1.000 YES CONNECTED CONNECTED VerticalShafts 0.096 NO not conn. not connected FloatingIslands 1.000 YES CONNECTED CONNECTED Underwater 0.999 YES CONNECTED n/a The spine forms one uninterrupted open interior run in 8/8 strates, and holds essentially ALL the air in 7 of them. VerticalShafts is the lone anomaly: the spine punches through as an isolated column holding 9.6% of the air and is NOT the largest component. So the archetype has three mutually unreachable things -- the spine, the arrival network, the departure network. It has no lateral connectivity at all. Over 16 seeds: spine open 16/16, spine largest only 8/16, arrival->spine 1 connected, departure->spine 0 connected. Neither extreme was right. The spine is not a universal connector, but it is far from irrelevant: it is the de-facto backbone everywhere except here, which reframes the bug as an ANOMALY to bring in line rather than a missing feature to invent. Ordering hazard confirmed on the record: making passage i depend on passage i-1 would break LayoutOrderIndependence. Both candidate fixes avoid it, because the spine is a fixed deterministic anchor that two mouths can target independently. Build clean, 19 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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0bbfdeb7a7 |
test(measure): VerticalShafts breaks the primordial law in 15 of 16 seeds
The margin is exonerated. Every earlier run excluded 8 voxels at each strate boundary, and voxels 4-8 of those are ordinary interior, not seal -- the same window mistake that produced "FlatPlain is 99.95% void" at margin 32. So the query was re-run at margin 0, 2, 4 and 8. All four stay negative; margin 0 includes the seal itself and still reports negative. (The implementation had clamped explicit margins to >= 1, which made the margin-0 check impossible; Codex found and fixed that.) Diagnosis -- this is not a near-miss wall: arrival LowerPoint (65.8, 95.8, -1047.25) departure UpperPoint (88.4, -104.6, -991.58) XY separation 201.7 voxels (~50 m), Z delta 55.7 arrival component 22,531 cells (22.0% of air) departure component 21,621 cells (21.1% of air) nearest approach between the two components: 135-179 voxels Two large, healthy, entirely separate shaft networks half a strate apart. Nothing to breach; the archetype has no lateral connection at all. 16-seed sweep: 1 pass, 15 fail. Not one unlucky world -- structural. So: descend into a VerticalShafts strate and you probably cannot reach its exit. This is the "live hole in the shipping game" COMPOSER-NOTES Tier 1 predicted, now measured instead of assumed. Stated precisely, because it names the fix: VF_SuggestLandingPoint makes each mouth land in open space, but NOTHING makes the two mouths of one strate land in the SAME open space. New: VF_DiagnoseConnectivity returns component sizes and the spatial separation between the two mouths' components, so a near-miss and a never-meant-to-connect read differently instead of both being "false". No generation change, no threshold tuning. The fix is a design decision. Build clean, 19 succeeded / 0 warnings / 0 failed. Sweeps 3.4 s + 6.9 s. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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cd31dec869 |
test(measure): the VerticalShafts disconnection is real, not a coarse lie
Our guard was one-directional. FullResolutionPathIsAir catches the false POSITIVE -- coarse says joined, reality says walled -- which is the dangerous direction for safety, so we built it first. The opposite error was unguarded: a corridor narrower than SampleStep falls between sample points and vanishes, so connected regions read as separate. That is exactly what a network of narrow vertical shafts would fake at step 4. Refinement sweep, radius held constant for the controls: step 4 / r256 NOT_CONNECTED 57 comp largest .119 458,752 cells step 4 / r192 NOT_CONNECTED 32 comp largest .220 258,048 step 2 / r192 NOT_CONNECTED 27 comp largest .220 2,064,384 step 4 / r128 NOT_CONNECTED 20 comp largest .291 114,688 step 1 / r128 NOT_CONNECTED 11 comp largest .303 7,340,032 Both fixed-radius pairs stayed negative, so neither the step nor the radius explains it. At one-voxel sampling the arrival and departure mouths are still in different air components. VerticalShafts is a live primordial-law violation: a player descends into it and cannot reach its exit. NotConnected is renamed NotConnectedAtThisResolution and documents its own limit at the declaration, so a bare negative can never again be read as proof. CoarseLied names one direction; this names the other. Sweep split into VoxelForge.Generation.StrateConnectivityRefinement so the fast test stays fast. 4.4 s. The MaxCells refusal path was exercised and still refuses. Build clean, 19 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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efcc8fcb65 |
fix(measure): ask the primordial law the right question
Three defects, two of them mine. 1. The anchor was a guess. LargestComponentAnchor() returned a hardcoded point near the (0,0) spine and the comment admitted it, so NOT_CONNECTED meant "not connected to a guessed point". The flood fill already knows the answer; it now returns LargestComponentPoint (tie- broken by lowest cell index, so it stays deterministic), LargestComponentCells and NumComponentsAtLeast1Pct. 2. "Connected to the largest component" is NOT the primordial law. The law is that a player must not descend into a place they cannot leave -- a question about MOUTHS. A strate can be 57 disconnected shafts and be fine, provided the shaft you arrive in is the shaft you leave from. The test now asks arrival -> departure per strate: the LowerPoint of the passage arriving, to the UpperPoint of the passage departing. 3. A false verdict and a true one were indistinguishable. VF_AreConnected returned false both when no route existed and when the endpoint's own coarse cell sampled solid -- and a passage mouth is a carved tube whose cell centre lands in adjacent rock easily. It now returns EVoxelConnectivityResult and snaps to an adjacent air cell first, reporting the repair. RESULT: the earlier "5 of 15 endpoints disconnected" was an ARTIFACT of the guessed anchor plus the wrong question. Corrected: 13 of 15 connected, 0 StartCellSolid, 0 GoalCellSolid. One real finding survives. arrival -> departure passes for 5 of 6 applicable strates; VerticalShafts FAILS -- its arrival mouth is in the largest component, its departure mouth is not. NOT yet reported as a bug: a coarse grid can falsely SEPARATE as well as falsely join, and a connecting corridor thinner than SampleStep vanishes. Next task settles it at a finer step. Also noted: GetPassages() contains a self-referential surface entry (0 -> 0), excluded from the chain law. Build clean, 18 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_01Bp7FxoQcSoiuhxjuLr6aBM |
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13399529b5 |
fix(measure): measure the strate, not the band above its floor
The window excluded a whole chunk (32 voxels) at each end to avoid a 4-voxel seal band -- 8x too much. On 4-chunk strates that discarded half of every strate, floor included, so the pass was measuring the open air above the ground and calling it the strate. The margin now derives from the seal that actually exists: ceil(2 x BoundarySealThickness), clamped to [1, height/4], overridable via InteriorMarginVoxels. The fixture resolves to 8 voxels. FlatPlain/CrystalChamber walkable fraction: 0.00044 -> 0.0578, ~132x. The "99.95% empty void" reading was the window, not the world. Metrics now carry ResolvedMarginVoxels, SampledMinZ and SampledMaxZ, and the test prints them. A measurement that does not state the volume it measured is exactly how the previous defect survived review. VerticalShafts largest-component share rose only 0.074 -> 0.119 across 57 components: the window explained part of the swiss-cheese signal, not all of it. That one is at least partly real. Coarse-lie guard still load-bearing: 24 routes checked, 3 refuted at full resolution (was 21 / 2). Build clean, 18 succeeded / 0 warnings / 0 failed, confirmed in Saved/Logs/VoxelM.log rather than from the agent's summary. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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6988e5ace1 |
feat(measure): one grid, one flood fill -- the strate measurement pass
Tier 2 slice 1 from COMPOSER-NOTES.md 3.4. A read-only, deterministic, headless measurement of a built strate: sample a coarse grid once, flood-fill the air once, derive every metric from that same grid. What it answers today: air fraction, air component count and largest component share (the swiss-cheese signal), walkable fraction, median feature scale, median vertical clearance -- and whether two points are actually connected. The connectivity verdict is the point. Coarse sampling LIES about it in the dangerous direction: a wall thinner than the sample step vanishes and two sealed caverns read as joined. So VF_AreConnected recovers the actual BFS route and re-walks that one corridor at one-voxel spacing; a true verdict is never returned on coarse evidence alone. It fired: 2 of 21 routes were coarse false positives. The test carries a negative control, because a green suite that cannot fail is what hid the last defect. Two of them, in fact: a direct probe of the known-solid inter-strate gap (AirFraction 0.00042), and -- Codex's improvement on the spec -- a diff-layer box filled solid and measured through VF_MeasureStrate itself, so an inverted sign is caught end to end rather than around the function under test. Build clean, 18 succeeded / 0 warnings / 0 failed. KNOWN, fix in flight: the interior window excludes a whole chunk (32 voxels) at each end to avoid a 4-voxel seal band -- 8x too much. On the fixture's 4-chunk strates that discards the floor, so the reported FlatPlain/CrystalChamber air fractions of 0.999 describe the open band above the floor, not the strate. The engine is right; the window is not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM |
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8cd5face9b |
fix(strate): aim at the room's centre, not beside it
Commit
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1ab8c0cae4 |
feat(strate): passages aim at open space -- for half the archetypes, measurably
Tier 1. GeneratePassages placed every passage at a random angle, distance and reach, never consulting the destination strate. The carved tube is air by construction, so nothing looked wrong -- but whether the lower mouth joined the destination's connected cave space was luck. A player could descend and arrive in a sealed pocket. The primordial law was a hope. VF_SuggestOpenPointZ is a pure free function of (archetype, params, seed, XY): no operator stack, no StrateManager, no cache. That is deliberate. This runs inside Initialize, where the layout is half-built and LayoutVersion is in flight, so anything holding a manager pointer there is a re-entrancy trap. Coverage is four archetypes of eight, and the number is the deliverable: 7 passages, 3 aimed at generator-confirmed open space with 48/48 ring samples air, 4 falling back. The hole is not closed. It is measured, where this morning it was invisible. Two corrections from Codex, both mine and both would have shipped confident nonsense: room placement is seeded by MakeStrateSeed, not the passage salt, so my version would have queried a cave graph that does not exist; and slabs need the world seed because that is what GetSlabDensity uses. And one of mine caught in review: the first test sampled GetDensityAt at the mouth and asserted air, which is true by construction because the passage carve is a structural-post invariant. It could not fail. Replaced with a 16-point ring outside the carve radius requiring 8/16 air -- a proxy for connectivity, not a proof. The proof is a flood fill, which is Tier 2. Logging: my first spec asked for a per-passage warning on fallback. It fired 572 times and turned 14 clean tests yellow, which is precisely the anti-pattern OPSTACK-HANDOFF.md warns about -- a warning that always means "this is fine" teaches people to ignore warnings. Now one sorted Log line per layout build. Built clean, suite green: 17 succeeded, 0 with warnings, 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb |
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10a8bbc677 |
feat(strate): the layout is a set, not a sequence -- and the suite is green
Tier 0. Reordering Settings->StratePool in the editor used to change every world in the game, because Initialize Fisher-Yates shuffled the array in editor order. The pool is now sorted by stable soft-asset path before the shuffle, so the layout is a pure function of (seed, pool contents as a SET). The selection algorithm itself is untouched -- same Fisher-Yates, same cycling, same FixedStrates handling, same Z ranges. Sorting by pointer would have looked right and been load-order dependent, which is the trap here. GeneratePassages walked one sequential FRandomStream across every strate, so changing an early connection count shifted every later passage. Each draw is now a salted VoxelHash of (seed, boundary index, connection index), with the distributions preserved exactly -- ToFloat01 returns [0,1), so Lerp(Min,Max,t) reproduces FRandRange precisely. Codex implemented it and caught a real flaw in my spec: I asked for a test that permutes the pool and asserts the passages match, but once the layout is order-independent that test cannot fail whether or not the passage fix works -- the layout comes out identical, so even the old sequential stream would agree. It added the perturbation that actually bites: change an early connection count and verify every later boundary keeps its own values. It also contradicted me on passage type being randomly drawn. It isn't, and it preserved that. Built VoxelMEditor clean, then ran the suite headless: 16 succeeded, 0 failed, 0 not run. That also closes the thread OPSTACK-HANDOFF.md left open -- |
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302cf16681 |
fix(world): the voxel field is in ACTOR space -- make every entry point agree
The city's hole is not at world (0,0), so the AVoxelWorld actor has to move.
It couldn't: the plugin was only HALF actor-relative, and had been for a long
time without symptoms because the actor always sat at the origin.
Already correct: GetBiomeAtWorldLocation, GetVoxelSurfaceHeightAt,
UpdateDecorations, UpdateLandmarks, UpdateWater, UVoxelDensityVolume::Update,
the passage debug draw, the clipmap material.
Not correct: the streaming centre, the streaming anchors, all six carve/fill
entry points, GetStrateAtPosition, and UVoxelAtmosphereManager::UpdateForPlayer
-- whose own comment documented the assumption out loud ("actor at
origin/identity"). Carving would have landed offset; the strate lookup would
have been quietly wrong by the actor's Z.
The trap worth recording: because the content managers already convert
internally, converting PlayerLastPos once at the source would have DOUBLE-
converted four call sites. The fix has to be per-boundary. That was only
visible after reading each consumer -- the estimate before that read was wrong
in both directions.
WorldToLocalCm / WorldToLocalVoxel / LocalVoxelToWorld are now declared as the
only sanctioned boundary between Unreal coordinates and voxel coordinates, and
the real deliverable is the invariant next to them: no `/ VOXEL_SIZE` applied
to a parameter named `World*` outside those three functions. A grep can check
that. The risk was never a missed site among the ones found -- it is the next
one nobody notices.
Also adds a translation-only guard in BeginPlay. Tiles, ClassifyBox verdicts,
the clipmap window, culling and streaming distance all assume world-axis-
aligned boxes; a rotation or non-unit scale breaks that structurally rather
than gracefully, so it logs an Error naming what was set.
With the actor at the origin every conversion is identity, so this is a no-op
until the actor actually moves. Built and confirmed working.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
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f90c4e56c3 |
fix(generator): key CP cache by world owner
Function-static thread_local CP state previously trusted only chunk coordinates and each manager's locally-reused layout version, allowing a worker to carry params, biome context, CP_UseOpStack, and the built stack into another world. Allocate each generator a monotonic owner ID and add one uint64 comparison to the hot key. This intentionally fixes only the proved CP_* path; other TLS caches remain outside this change. |
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1e02c6314f |
diagnostics(opstack): separate disabled-slot bail causes
The old Not Op Stack counter fired before slot attribution, so interior disabled strates and boundary encounters produced the same number. Split the instrumentation into sole-slot, boundary-tile, unresolved-layout, and late-recheck counters while preserving every ClassifyTile condition, return point, and verdict. |
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8295f6e76b |
perf(opstack): retain six surface column regions
The single direct-indexed box discarded all 6,561 computed columns whenever spatial or column identity moved. Port the reference six-box LRU so interleaved regions keep five warm working sets, accepting the documented ~0.79 MiB TLS cost per worker to preserve the recommended and measurable A/B path. Also report disabled cave opt-ins at layout initialization; SurfaceWorld is excluded because its exact-lattice tile proof does not use that flag. |
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3ad2720d0a |
perf(opstack): direct-indexed column box (measured 14.7% miss); + T1.d bail attribution
BUILD RESULTS FIRST: 14/14 tests green, 0 violations. VerticalShafts box verdicts went 0 -> 30 of 60 (zero was the number for the project's whole life). TunnelNetwork production held at 11 proved / 14641 voxels, byte-identical -- that line was the isolated diagnostic for |
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eb317d9933 |
feat(stats): stat VoxelForge -- make tile skipping and the column memo observable
The plugin had ZERO stat counters, so every claim this refactor makes was harness-only: "skipped correctly" and "skipped nothing" render identically. CODEX-TASK-001 and -002, executed by Codex (gpt-5.6-luna xhigh), reviewed against the source. Eight DWORD counters in a new stat group: GenerateTileResult -- TilesClassified / SkippedAllSolid / SkippedAllAir / Meshed ClassifyTile bAnyCave exit -- TilesOpStackSolid / TilesOpStackAir FSurfaceColumnSource::GetColumn -- ColumnMemoHit / ColumnMemoMiss The op-stack counters are separate from the lumped skip counters on purpose: ClassifyTile also proves AllSolid on its hand-written bedrock-gap path with no strate opted in, so the lumped number cannot show a before/after. The op-stack pair is zero BY CONSTRUCTION until a strate ticks the flag. GetColumn is instrumented and deliberately NOT fixed -- the instrument and the fix in one build would make each other unreadable. Verified against UE_5.7 Stats.h rather than assumed (first stats use in this plugin, no in-repo precedent): all four macro arities, and INC_DWORD_STAT -> FThreadStats::AddMessage, so the worker-thread safety both sites need holds by mechanism. Not built -- Jahni builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e002bd4e2e |
feat(opstack): VerticalShafts' connector branch never tested a connector -- test the real capsules
Jahni's call: bank T1.d at 11/40 and take VerticalShafts rather than squeeze the Perlin sup. Right call -- a clearly-scoped defect with no hole-risk maths, on an archetype that was getting nothing. The defect is stated in its own comment. FShaftFieldSource::EffectOverBox ended with a "connectors" branch that never looks at a connector: it returns CarveOnly because a shaft EXISTS within Spacing*1.6 + Pad. At ShaftSpacing 55 and ShaftDensity 0.6 that box spans ~4x4 cells and ~10 shafts, so the condition is true essentially everywhere -- exactly the reported 0 proved of 60. Conservative, never wrong, completely sterile; the same shape as the worm's unconditional CarveOnly one archetype over. It now rebuilds the connectors the way GetCells does and tests the real capsule. Two things had to be right and both were read in the source rather than assumed: - The enumeration is a superset. Eval reads connectors from the 3x3 of ITS query's cell, so any pair visible from a point in the box has both shafts in the 3x3 of some cell the box touches, i.e. in [box cells] +- 1 -- the range swept here. Pairs no query ever sees may be produced: extra CarveOnly, never a hole. - The pair order matches, so the hash matches. VoxelHash::Pair is fed in insertion order and GetCells inserts over (dy, dx), row-major; this sweeps (cy, cx), and row-major order restricted to a sub-grid preserves the relative order of two cells. So the same pair gets the same hash WITHOUT assuming Pair() is symmetric -- which was never verified and now need not be. The capsule test splits the axes because a connector is HORIZONTAL at height Zc: Z is exact, XY is point-to-segment from the box centre minus the XY half diagonal. Tighter than the 3-D half-diagonal the tunnel version had to settle for. Also the same sampler trap, caught before the build this time: tile XY was drawn from +-48 voxels against ShaftSpacing 55 -- under one period of the pattern, identical in kind to the +-32-vs-80 bug that cost the tunnel test three runs. Widened to +-440, and the report prints its own extent in units of ShaftSpacing. The safety net was already there and is untouched: this test brute-forces the full lattice of every proved tile, both hypotheses, and AddErrors on the first violation. If the superset or hash-order argument is wrong, the assertion fails rather than a player falling through the floor. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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9733179723 |
feat(opstack): tunnels get a threshold test -- T1.d is measured at 6 of 40 tiles, 0 violations
THE PRIZE LANDED. At production defaults: 6 of 40 tiles proved AllSolid, 7986 voxels brute-forced, 0 violations. 15% of tiles skip GenerateMesh entirely, one BuildChunkCache traded against 30000+ density evaluations each, and not one verdict is asserted -- every voxel was re-evaluated and came back on the claimed side. The dense fixture still reports 0, exactly as the arithmetic said it must, so this is a measurement of production rather than of a widened test. The breakdown finally isolated the tunnels: of 34 unproved tiles, 32 were blocked by a tunnel and 21 by a room, so >=13 were tunnel-only. That is what justified the deferred disjunction, and why it was deferred rather than guessed. A primitive no longer matters if it misses its cull OR its own SDF stays >= T+K over the box. Each branch wins on a different class, by calculation: for rooms the cull (Rmax+3K) is tighter than the threshold (Rmax+T+K), so rooms keep the cull alone; for tunnels the cull is a capsule BOUNDING SPHERE, radius ~107 for a 200-long tube of radius 7, against a true segment distance. Order of magnitude. The bound is exact, not cautious. TaperedCapsule was read, not assumed -- Dist(P, ClosestOnSegment) - Lerp(Ra,Rb,t) -- so SDF >= dist(P,segment) - max(Ra,Rb); and dist(box,segment) >= dist(centre,segment) - half-diagonal by triangle inequality. VF_DistPointSegment is written locally rather than taken from FMath: five lines, and "I think that function does that" is not good enough under a correctness bound. Identity CHANGED MEANING, from "Sdf stays FLT_MAX" to "Sdf >= T" with T = max(3*SDFBlendRadius, WormNetworkRange). Sound only because all three consumers of the SDF channel were read one by one: FSdfConvertOp's Blend is MakeSdfCarve(P.SDFBlendRadius, ...) => K; the twelve modifiers gate at 3K; FWormFieldSource at WormNetworkRange. Plus the one that could have bitten -- FCaveTerraceMod re-probes the SDF at Z+-1, OUTSIDE the box, but its gate is line 13 and the probes are lines 28-29, so a gate false everywhere never emits one. ANY NEW CONSUMER OF THE Sdf CHANNEL MUST HAVE A THRESHOLD <= T OR JOIN THAT MAX, or it gets tiles with no geometry and no collision. Written at the site. Why -K suffices for any N: SmoothMin's penalty is exactly zero once |A-B| >= K, so the running minimum saturates at K below the smallest term and cannot descend further. Sdf >= min_i(SDF_i) - K for ANY number of primitives, not - N*K/6 -- without which the slack would scale with the ~88 tunnels and be worthless. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f537648867 |
fix(opstack): the worm inherits the room source's box verdict -- the actual blocker
First build of the spatial EffectOverBox came back green with 0 tiles proved of 40. The warning written for exactly that case fired, and then was not good enough: it offered two candidate causes and BOTH were wrong. The real one was a third operator neither candidate mentioned. FWormFieldSource answered CarveOnly unconditionally with a provably correct amplitude bound of WormStrength. But BaseDensity = 8 and WormStrength = 10 are the DEFAULTS -- the field's own comment requires the worm to exceed BaseDensity or it could never carve air. So SolidMargin = 8 - 10 < 0 on every tile of every strate with worms on, before the fold reached anything the room source proved. A numerically correct bound that is structurally always fatal. The fix was already written three lines up in the worm's own Eval: NetworkMask is 0 when CaveSDF >= WormNetworkRange, which FLT_MAX always satisfies. The worm IS spatially bounded -- by the room source's bound, exactly like the twelve detail modifiers -- so where the source proves Identity it does not execute at all. Thirteen inheritors instead of twelve. Verified FVoxelOpSample::Sdf really does initialise to FLT_MAX rather than assuming it; the inheritance inverts into a hole otherwise. Deliberately NOT VF_NoCaveOverBox: that helper answers "identity" for a null Rooms, correct for the twelve modifiers and wrong for an op a future assembly could place behind a different SDF writer. No room source means we do not know, which must cost CPU rather than a hole. And the instrument, because the guess is the thing that cost a build: a diagnostic that lists candidate causes without measuring them is still a guess wearing rigour. FVoxelOpStack::ClassifyBoxAttributed reports the index of the first op that kills each hypothesis -- same loop, same early-out, verdict identical to ClassifyBox, because a diagnostic that takes a different path than the thing it explains sends you hunting in the wrong place. IVoxelDensityOp::DebugName gives them names and touches no cache key, so it cannot change the world. Check 4 now always prints "AllSolid killed by: <op> xN", and the zero-proved warning says to read it instead of re-deriving. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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03ddcde334 |
feat(opstack): FRoomGraphSource::EffectOverBox answers spatially -- and AUDIT C2 is fixed
The chain no longer dies at the room source. The criterion is the per-voxel cull
lifted from point to box, which can fail for exactly one reason: Eval starts at
MinSDF = FLT_MAX and only lowers it through a primitive that survives its own
cull, so if no cached primitive survives its cull anywhere in the box, Sdf stays
FLT_MAX across the whole box.
FSdfConvertOp already returned Identity ("la source a repondu pour la paire") and
the twelve detail modifiers already inherited through VF_NoCaveOverBox. One
function learned to answer and fourteen operators became provable -- what the C1
wiring was built for.
Three deliberate choices, all erring toward CPU rather than toward a hole:
- |Perlin3D| <= 2, derived from GradDot + the convex hull of a trilinear lerp,
instead of the header's observed "~[-1,1]". A verdict resting on an observation
is the hole this file spends its life avoiding.
- the op pool is passed to BuildChunkCache, not nullptr: the bake reads OpParams
to place pits and chimneys, so nullptr would under-bound the cache and could
return Identity over a real pit.
- the search box is wider than Eval's, giving a superset of primitives.
The verdict is memoised per box (all twelve modifiers ask the same question), and
the cache is a SECOND per-worker cache so classification cannot disturb a live
generation's hot cache.
AUDIT C2, confirmed 2026-07-28, is fixed on the switch path in the same breath:
GetDensityWithParams now takes required ParamsFingerprint + LayoutVersion. The
alternative this audit section used to recommend -- add chunk Z to the key -- is
insufficient (Interleaved makes Alpha depend on chunk XY too) and destructive
(chunk XY is deliberately absent so gradient probes don't thrash the box, ARCH
8.10). The CRC is taken once per chunk where the params memo already lives, so
the per-voxel cost is two integer compares. The three test call sites pass it
too, so the oracle stops sharing the defect it tests.
Check 4 of the tunnel test no longer asserts "0 proved" -- that assertion would
now forbid the gain. It brute-forces every proved tile voxel by voxel instead and
reports the count, because a false verdict leaves no geometry and no collision
behind it.
The second debt (per-room ops can raise a modifier's amplitude above the strate
params a box bound reads) turned out to be DORMANT, not live: where the source
proves Identity the modifiers' gate never opens, and where it answers Both it
supplies no MaxCarveOverBox so nothing is provable anyway. It goes live the day
the source gains one. Written at the site.
Unbuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6a8390f11f |
feat(opstack): ClassifyTile consumes ClassifyBox for cave archetypes -- the T1.d prize, behind the same opt-in
⚠️ THIS IS THE ONE COMMIT OF THIS RUN WHOSE FAILURE MODE IS A HOLE, NOT A REGRESSION. A non-Mixed verdict makes the world skip GenerateMesh entirely: no triangles, no collision, invisible until a player falls through. Read VoxelForge.OpStack.ClassifyTileSoundness before trusting it. WHAT CHANGED ClassifyTile used to `return Mixed` without a call for every cave archetype ("archétype cave [...] pas prouvable en v1"). It now builds that strate's stack and folds ClassifyBox. SurfaceWorld and bedrock gaps keep their hand-written proofs untouched -- the exact-lattice column test is strictly better than any box bound, so the stack has nothing to add there. ONE DEFINITION OF THE STACK MAPPING, and that is the load-bearing part GetDensityAt's ~90-line build switch is extracted into VF_BuildOpStackForChunk and both callers now use it. A second copy would be the worst bug available here: a tile skipped on the verdict of a stack that is not the one producing its density is precisely a hole. A "keep these in sync" comment would not have been enough; there had to be only one. Params are passed in by pointer, never fetched inside, because both callers already have them. SIX GUARDS, ALL FAILING TO MIXED, none giving the benefit of the doubt 1. The strate must actually opt in -- on EVERY chunk coord the box touches, not just the one that triggered the attempt. Otherwise the classifier judges a field the mesher will not produce. 2. One cave slot per tile. Two slots means two param sets, and a stack answers only for its strate. 3. No mixed cave/surface/gap tile: the cave stack's box would cover Z belonging to another strate. 4. The params must be BIT-IDENTICAL across every chunk coord the box touches. This is the guard that matters, and it exists because of the finding committed earlier today: GetGenerationParams blends params inside a strate (Alpha depends on chunk Z for Gradient, and on chunk XY as well for Interleaved), so one stack genuinely cannot represent a tile that straddles a transition band. Memcmp on POD: differing padding can only produce a false MISMATCH, i.e. one Mixed too many. 5. A 27-chunk-coord cap, so a very wide tile does not pay for the check. We give up the gain, never the safety. 6. The disturbances are folded by hand (chasm ⇒ CarveOnly, bridge/ridge ⇒ FillOnly), because DECOMPOSITION 10.2 leaves them OUTSIDE the stack -- GetDensityAt applies them after the negate. A verdict that ignored them would be wrong exactly where they act. Same inequalities the SurfaceWorld branch already uses. The diff layer needs no new guard: ClassifyTile already returns Mixed for any tile with player mods in range, before any of this. TEST: VoxelForge.OpStack.ClassifyTileSoundness -- the same brute-force oracle as the existing ClassifyTileSoundness, on a world where every strate opted in. It does not check the fold (that is BoxVerdictFold) or the operators (those are the eight equivalence tests); it checks the WIRING. The number to read first is the count of tiles actually brute-forced: zero non-Mixed verdicts would mean the test proved nothing, so that case is an ERROR rather than a quiet pass. Its failure message lists the four suspects in the order worth checking. FIXTURE: FTestWorld::Build gains a bUseOperatorStack parameter (default false, so the thirteen existing tests still exercise the switch), and every test world now gets a PROCESS-UNIQUE LayoutVersion. That second change fixes a real cross-test hazard that was only ever hidden by an accident: PassagesVersion is per-instance and starts at 0, so two FTestWorlds both reported 1, and GetDensityAt's per-chunk caches are keyed on (ChunkCoord, LayoutVersion) -- one world could be served the previous world's params AND its CP_UseOpStack flag. Invisible while every world agreed the flag was false. The first world that ticks it removes that coincidence, in both directions. WHAT THIS BUYS TODAY: Maze, FlatPlain/CrystalChamber, VerticalShafts and FloatingIslands can now prove tiles in production, which is where the measured skipping (Maze 23/60, slabs 36-40/60) turns into frames. TunnelNetwork and Underwater still prove nothing: their chain dies at FRoomGraphSource, which answers Both with unknown amplitude. Making it answer spatially means building the SDF cache for the queried box -- now worth doing, since a skipped tile saves 30k+ density evaluations, and the amplitude fold plus the modifiers' Identity inheritance are already in place to receive it. That is the next piece. And nothing here changes Jahni's current world: no strate asset has bUseOperatorStack ticked, so every guard above is unreachable in his project until he ticks one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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10dbe64b06 |
feat(opstack C3): TunnelNetwork + Underwater in the ported list -- 8 of 8
UsesOperatorStackForChunk now returns true for both, so the archetype switch has a complete operator-stack twin: per-strate opt-in, every archetype equivalence-tested bit for bit against its original function. This changes nothing by itself. The flag still requires bUseOperatorStack ticked on a strate asset, which is Jahni's call and was deliberately NOT done. What HAS changed is that the flag is no longer a no-op anywhere: ticking it on any strate now really switches that strate onto the stack. Not done, and it is the next real prize: ClassifyTile still uses hand-written guards and does not consume ClassifyBox. That is where measured tile-skipping becomes frames. DOCS - CODEMAP 3.2d: ported list 6 of 8 -> 8 of 8; the BuildTunnelNetworkStack row rewritten (19 ops, one builder for two archetypes); six new rows for the detail modifiers, each carrying the thing a reader would otherwise have to rediscover -- roughness reads STRATE params, terrace re-queries the SDF, the cliff's comment disagrees with its code, columns have no strate parameter at all, and LocalParams() is the override whose EffectOverBox is too optimistic on a strate with an op pool. Also corrected the stale "never compare the two paths" line: C10 is closed and all eight equivalence tests compare bit for bit. - CODEMAP 3.3 UsesOperatorStackForChunk row: same list, plus the warning that the flag is now a real switch rather than a harmless tick. - OPSTACK-PLAN: status header and the Phase 2 order both updated; the three-stage TunnelNetwork breakdown and the calls-not-transcribes rule recorded there rather than only in the code. - OPSTACK-PROGRESS: the closing entry for this unattended run -- every commit in order, the five original-code findings ported as-is, the two decisions that are not reversible by taste, the ClassifyBox optimism C1 introduced and that must be fixed before ClassifyTile consumes it, what breaks first per group, and the likely compile-error spots. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ef5bda3d8a |
feat: TunnelNetwork stage A — the SDF spine, wrapping BuildChunkCache
The last archetype is ~1080 lines with 13 detail modifiers, a two-region cache and a per-room op override. Porting it whole before anything can be verified is ~600 unverified lines on top of ~200 — the pattern this refactor has dodged six times. So: three stages. Stage A = vertical scale, base rock, cave warp, room graph (+ pits and chimneys), carve, worms, structural post. 6 ops. It is verifiable NOW because every detail modifier is amplitude-gated and FStrateGenerationParams already defaults them all to zero — zeroing SurfaceRoughness sends the ORIGINAL down exactly the path stage A ported. TunnelNetwork stays OFF in UsesOperatorStackForChunk until stage C. The decision that matters: FRoomGraphSource CALLS BuildChunkCache and EvaluateSDFCached rather than transcribing them. That is where §8.4's two-region window-invariance discipline lives; a transcription would fork it, and the fork would be "validated" by a test comparing it to the original. Only the ~60 lines of glue are transcribed. FRAME ops are retired. All three candidates are now ported and none needed one: CaveWarp's scope is exactly one operator (pits/chimneys read unwarped coords), VerticalScale is a one-line pure function, and the island warp was already local. Not missing infrastructure — one idea seen three times from a distance. Also: check 3 was going to compare two interleaved param sets against the original, which would have FAILED — the original's SDF cache key has no params, so it serves B the rooms it built for A. Comparing there measures its bug, not the port. Rewritten against each stack evaluated alone. The same reasoning suggests a live production staleness across Gradient transitions; filed in AUDIT §C2 as SUSPECTED with the check that would confirm it, since it rests on a premise I have not verified. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |