Commit Graph
3 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 bc0f9ee791 wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in
game instead.
1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot
   clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres.
2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research
   field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled
   (ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6,
   PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume
   res 256). Asset values override these defaults: the owner must double his own.
   Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s;
   32 m cube (259^3) 0.95 s.
3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds
   the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test.
4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass
   at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers:
   1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen
   window, then blank frames); not pursued.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 19:50:42 +02:00