Commit Graph
278 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 9d9504ae4e unreal: tile generation at BackgroundLow priority (L97); FI arrival world-tick max 93 -> 21 ms
The 50-90 ms UWorld::Tick spikes were the TG_EndPhysics barrier waiting for physics-scene
completion while all 8 TaskGraph workers ran BackgroundHigh tile tasks. Near and horizon tile
generation now run at ETaskPriority::BackgroundLow (helper lanes background); queue depth and
the 8 workers are kept. FI: near set 2.11 s (10 runs), max UWorld::Tick 21 ms, max
EndPhysics->PostPhysics gap 16 ms; SW: 1.32 s, 11 ms. A hard 7-task cap removed spikes but
doubled settle time. World unchanged. Fast tier PASS; Linux UE host builds.
R44 notes (exact passage restructuring: only a full-composer z-column SIMD kernel could
plausibly reach 3x; smaller exact pieces ~1.1-1.2x each) attached.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 12:03:52 +01:00
Fr0zkaandClaude Opus 5.5 94f9aa6790 unreal: remove 121 ms per-frame overlap scoring and 162 ms world-lock wait; keep support tiles (L96)
- Per-frame passage-overlap scoring over outstanding tiles (added in L85) measured 121 ms for
  407 LOD2 candidates; removed (deterministic desired/travel order kept).
- Visibility reconciliation read-locked the Core world per candidate while the far-world build
  held the writer lock (162 ms scan, 123 ms lock wait); the immutable render distance is cached.
  Visibility now <= 0.17 ms.
- Ready player-support collision tiles stay in the collision-desired set: fixes the L95 SW outlier
  (LOD0 (3,0,-47/-48/-50) re-admitted); 6 SW runs without re-admission.
- AVoxelWorld::Tick during the arrival burst: FI p99 3.7-4.3 ms (max 6.0), SW p99 8.2-8.9 ms
  (max 11.2). FI still shows rare 40-60 ms world ticks outside our actor scope (engine tick group).
- Near-set times kept: FI 2.06-2.12 s, SW median 1.30 s after first admission. World unchanged.
  Fast tier PASS; Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 10:28:28 +01:00
Fr0zkaandClaude Opus 5.5 5389abed2e unreal: deeper ready queue keeps the 8 tile workers fed (L95); SW near set 2.37 -> 1.31 s
Unreal per-tile timeline: per-tile Core work is not slower than headless (FI 11.2 vs 16.2 ms
per shared key); the gap was tick-paced admission with a small queue (FI ~5.2 of 8 slots busy).
voxel.StreamingReadyQueueDepth default 16 -> 64 (effective 32 with 8 slots, total cap 40);
result backlog cap 256 unchanged. First admission -> LOD0-2 settled: FI 2.72 -> 2.10 s,
SW 2.37 -> 1.31 s (3 of 4 runs; one 6.9 s outlier re-admitting 3 LOD0 keys, cause open).
apply_ms max 4.2 ms (14 ms budget). Frame-interval max 118-145 ms both before and after (open).
World unchanged. Fast tier PASS; Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 08:51:25 +01:00
Fr0zkaandClaude Opus 5.5 35f0a67fe3 unreal: parallel sign-edge repair + cheap SW route prefilter (L94); SW startup 2.75 -> 0.43 s
- Unreal requests Core's deterministic parallel sign-edge repair (UE ParallelFor, capped at
  10 workers); headless defaults to parallel (--serial-sign-edge-repair for A/B). SW
  sign_edge_distances 1,942 -> 37 ms, ShapeStage 2,156 -> 198 ms.
- SW fallback route planner checks the exact mouth-radius endpoint constraints before sampling
  terrain (58,480 of 78,408 candidates skip heightfield work); same 35 eligible, same chosen route.
  SerializeResolvedWorld 468 -> 115 ms; BeginPlay block 0.58 -> 0.22 s.
- Unreal SW: first admission 2.75 -> 0.43 s, LOD0-2 settled 5.20 -> 2.81 s; FI 3.40 -> 3.12 s.
- World identical: assembly/recipe/plan hashes unchanged; serial vs parallel per-tile hashes equal.
  Fast tier PASS; Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 08:03:28 +01:00
Fr0zkaandClaude Opus 5.5 70c37aaab3 unreal: startup boost spans epoch churn; empty collision tiles stay classified (L92)
- Startup apply boost (24 meshes / 14 ms) now ends on initial LOD0-2 + collision readiness or
  the 30 s timeout, not on the first desired-epoch change: FI LOD0-2 settled 3.49 -> 3.40 s.
- Known-empty LOD0 collision classifications persist across unloads within a modification epoch
  and are invalidated on edits; commandlet readiness accepts CollisionNotRequired tiles. The 30 m/s
  movement trace now passes (no re-requests of the 4 support tiles).
- Startup trace events: SerializeResolvedWorld ~466 ms synchronous in BeginPlay (unchanged);
  SW bReady at 2.74 s vs FI 0.75 s (to investigate). Redundant second parse removed.
- Core output identical. Fast tier PASS; Linux UE builds. R42 notes attached.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 06:54:59 +01:00
Fr0zkaandClaude Opus 5.5 06f558dc91 streaming: split dense passage-junction grid fills; heavy-first order + far-parent deferral in Unreal (L85)
Tiles with passage-overlap score >= 9 split grid fill over up to 4 helper lanes (disjoint rows,
same per-sample order, join before MC) when workers are idle. FI junction tile fill 173 -> 99 ms;
estimated serial floor ~0.55-0.60 s. Readiness essentially unchanged (FI/TN LOD0-2 ~2.15 s @W12):
the limit is now aggregate work, not single tiles.
Unreal: LOD0-2 ordered by passage overlap before travel/distance (L80 modes kept); far parents
built after LOD0-1, LOD2 gated on them; helper budget via ParallelFor. Unreal null-RHI FI
arrival: LOD0-2 resident at 3.65 s.
All tile hashes identical to L84 (four whole views). Fast tier PASS; Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-28 02:02:32 +01:00
Fr0zkaandClaude Opus 5.5 b06397df9c streaming: speed-aware scheduler with hysteresis (L80); arrival near-first, fast travel keeps the horizon
Policy 3 (headless + Unreal): walkable ring always first; at rest/arrival LOD0-2 before far;
walking interleaves near:far ~4:1 toward heading; fast travel admits far coarse tiles right after
the walkable ring. Hysteresis: walking 0.75/0.35 m/s, fast 12/8 m/s.
Headless, far holes while moving 30 m/s: L77 9.0% / L79 77.2% / L80 8.9%. Cold LOD0-2 ready
(one clean protocol, medians): SW 1.30, FI 3.61, TN 3.07, VS 1.43 s.
Unreal 30 m/s traces end 2,233/2,237 loaded (commandlet readiness exit 1) for all policies.
Passage zero-padding cut: ~50% fewer passage iterations on active tiles, max 6.6 cm surface
displacement, no sign flips; not adopted yet (padding sweep next). World unchanged (v213).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 21:39:21 +01:00
Fr0zkaandClaude Opus 5.5 2c8a26c0d0 streaming: far LODs keep a share while near work is pending (L79); no more horizon starvation
L78's strict near-first order starved far LODs at 30 m/s (100% far holes, never completed).
Unreal policy 2: once the collision ring is ready, LOD0-2 keep their reserve and far tiles are
admitted as low-priority Horizon work; headless gives far work 1 of every 16 requests.
Moving camera, far holes while moving: 1.4 m/s L77 8% / L78 29% / L79 31%; 30 m/s L77 8% /
L78 100% / L79 72% (completes on dwell). Near readiness while moving at 30 m/s: 52 / 51 / 67%.
Still worse than L77 for fast travel -> speed-adaptive policy next. World unchanged (v213).
Fast tier PASS; Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 20:17:35 +01:00
Fr0zkaandClaude Opus 5.5 ec20994a8e streaming: near LODs first (walkable ring, LOD0, LOD1, LOD2, then far); exact passage trims (L78)
- Headless and Unreal schedulers drain the collision-critical ring, then LOD0-2, then far LODs
  at low priority. LOD0-2 ready (W8 medians): SW 4.36->1.76, FI 6.89->5.26, TN 4.88->3.22,
  VS 2.71->1.56 s. Whole view roughly unchanged (FI/VS slightly later).
  KNOWN RISK: far tiles wait until every near tile is ready, so far LODs may starve while
  moving fast (to address next).
- Exact composer trims: tile-level upper-mouth candidate list, segment-index min/max rejection
  before lower_bound, 64-entry thread-local value-noise corner cache. Passage share 65 -> 63%.
- World exact: 24/24 hash matrix + pinned L75 owner hash. Fast tier PASS. Linux UE host builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 19:13:45 +01:00
Fr0zkaandClaude Opus 5.5 d970d75be8 streaming: deeper ready queue + startup apply cap; tile-local mouth-support culling (L72)
- Unreal: ready queue depth 8 -> 16 (cap 4 worker-sets / 64), startup mesh-apply cap
  12 -> 24 within the unchanged 14 ms budget. Owner SW arrival, same 2,850 keys:
  initial set ready 4.78 -> 3.74 s, queue p95 123 -> 35 ms, request-to-apply p95
  139 -> 45 ms; walkable gate 1.07 -> 1.11 s; per-frame apply p95 0.73 ms.
- Core composer: mouth-support segments filtered by tile bounds, mouth relief result reused
  (route checks -80/-87% in passage tiles). Hashes identical W1/W8/W12, Clang and GCC.
- Opt-in per-tile composer counters. Verify control meshes stored as .xz (78.5 -> 18.4 MB).
- Fast tier 269 PASS.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 08:25:14 +01:00
Fr0zkaandClaude Opus 5.5 971206c2ea trace: Unreal timing traces run without hash capture (L71); verify baselines tracked
The L70 "2x SurfaceWorld GenerateTile in Unreal" was the instrument: the trace enabled
bCaptureVoxelForgeCoreHashesForValidation, which disables the native heightfield-band
shortcut and whole-tile skips (W1 same keys: 9.00 s hash-off vs 28.46 s hash-on). With
hashing off, Unreal and headless match at W8 within 1.2-2.5% (Core 14.42 s vs 14.26 s) on
identical tile keys. LOD0 p95 tail = real cost of non-empty passage tiles near the spawn mouth
(p50/p95 18.8/105 ms); most LOD0 tiles are empty.

verify.py reads its baselines from Standalone/Tools/verify/baselines/ instead of untracked
Saved/Linux. The 11 .vfmesh control meshes (~78 MB) are not committed yet (to be stored
compressed). Fast tier green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 06:55:46 +01:00
Fr0zkaandClaude Opus 5.5 bd68aee1ca parity: Unreal and headless resolve the same four-strate plan (L70, v214)
- Export commandlet writes the live Core adapter's world_assembly + resolved layout pair;
  the headless owner path imports that pair (manifest/layout equal, layout_chunk_width_q
  validated). owner_world.json re-exported from the owner's staged assets on the Linux host.
- Adapter SW route: Core clearance/radius floors, 0.5 m support search, outward-facing
  tie-break; passage mouth/mid radius floors match Core (36/24 owner voxels).
- FI in Unreal now uses the legacy (compiled analytic) generator unless a plan is imported:
  the auto native-FI plan failed the passage audit on the owner plan (1843 blocked samples,
  945 open-air violations). Owner decides whether native FI returns.
- In-engine spawn traces per strate (3 each): SW GenerateTile 42.7 worker-s vs 20.1 headless
  for equal tile counts; LOD0 p95 45-169 ms in UE.
- Fast tier green; all three passages pass on the shared plan.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 20:39:24 +02:00