30253f0e891dade707ecbf210aee4cbd68b89073
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Commits
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0231072cc4 |
wip(tunnels): continuous world-core sweep, slope in degrees, bounded winding -- NOT MERGED: +18-30% worker CPU, visuals unconfirmed
Tunnel round from the owner's playtest. Luna's ablations traced the ribs to the world-space tunnel-core stage: disabling it removes them, while terracing, detail ops, roughness, the support floor, lateral warp, radius jitter, winding and LOD do not. The per-span capsule union is replaced by a deterministic Catmull-Rom sweep. Winding and graph expansion are now gated on bTunnelFloorEnabled (they ran even with the floor off). TunnelFloorGentleSlopeThreshold is authored in degrees (0-90, min 1 deg, DetSinCos conversion, legacy tangent values migrated: 0.3 -> 16.7 deg). The route length is capped at 6 waves x 640 = 3840 voxels, so 0.1 deg loads instead of freezing (2048 collapsed canonical reach; 24576 used ~2 GB). Room-wall trimming is behind voxel.TunnelMouthTrim (default OFF): with it on, a 36 m gap disconnects the walk. Canonical walk: 20,907 / 10,981, connected (was 20,830 / 10,909); exports identical with -voxel.CrtFma3=0; TilePostReachProof, DetSinCos and strate crossing pass. NOT merged because: one S/M pair vs the tip DLL shows worker CPU +17.8% static / +30.3% moving and worse p95; and the orchestrator's look at the before/after renders is inconclusive (camera not matched; regular grooves still visible in the after interior). Next: owner checks the look in game; if smooth, make the sweep cheap before merging; if not, drop the sweep and keep the degrees/bound/wind-gate parts. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ |
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ce4d8783e9 |
perf(generation): per-tile reach test skips landing and structural posts -- ~12% less worker CPU
The remove-one ablation put landing posts at ~10% and passage structural posts at ~6% of worker time, though landings exist only near passage ends and the origin. The parked exact-cull round's per-SAMPLE post bounds had been a net loss. This round decides reach once per TILE (Codex; reviewed by me). - VoxelTilePostReach.h: one per-tile reach mask (thread-local byte), set when the tile is set up. The origin landing, passage landing SDF/floors, native floors, tunnel air and passage structural posts return their input unchanged on tiles no instance can reach. Per sample this costs an inline flag read. - Reach proofs come from each post's geometry (origin rooms, landing SDF and floors, native floor band, structural support spheres), not from comments. - voxel.TilePostReachDebug=1 evaluates the skipped posts anyway and compares the FINAL field; voxel.TilePostReachScale=0.5 deliberately shrinks the reach and must fail. Default build: 694 tiles, landing reachable on 4 (skipped on 690), structural posts skipped on 169. Soundness: 123,958,673 comparisons, 0 differences; shrunk reach: 13,929 differences, FAIL as required. Final DEFAULT build vs the committed-tip DLL (same command line, two interleaved runs each): static worker 34.80 -> 30.52 s (-12%) LOD0 generation p50/p95 67.0/107.6 -> 55.8/95.8 ms moving worker 75.96 -> 66.66 s (-12%) LOD0 generation p50/p95 66.3/106.0 -> 56.0/95.8 ms Field exact: 841/841 keyed tiles vs a fresh committed-tip trace (669,902 triangles, which includes 9260775's gap floors), export b3e5f4c3..9b377, capability 20,830 / 10,909; strate-crossing and sealed-proof tests pass. Ledger: all launches passed or failed where designed to; early raw-SDF debug attempts failed until the comparator was corrected to compare the final field. No crash folders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y |
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5489b5e311 |
perf(generation): inline exact IsFinite -- LOD0 ~11-12% faster, field-exact
The sampler's last "unknown" LOD0 bucket (~13.8%) was ucrtbase.dll!_finite: FMath::IsFinite is an
out-of-line CRT call on the MSVC game path, hit from the innermost tunnel, passage, density,
spatial-index and meshing loops.
- VoxelMath::IsFiniteFast(float/double) in VoxelTypes.h: memcpy to uint32/uint64,
(Bits & ExpMask) != ExpMask. It is the same predicate for every bit pattern, with no FP
comparison for fast-math to fold. The disassembly shows it inlined (movd/movq, mask, compare).
- VoxelMath::IsFinite routes through a plain global, voxel.FastIsFinite (default 1), for the A/B.
The CRT call remains only on the switch-off branch. Hot generation-path uses are replaced; no
_finite / std::isfinite remains in Source/VoxelForge. Tool/editor/test code keeps FMath.
- A test that can fail: VoxelForge.Math.IsFiniteExact compares against FMath::IsFinite over 22
explicit float/double patterns (+-0, denormals, min/max normal, +-Inf, quiet and signalling NaN
payloads) plus 2,000,000 hashed patterns each: 0 mismatches. The explicit NaNs make a NaN-wrong
helper fail.
Field exact: 841/841 keyed tiles identical to NextHeadStaticTrace_20260913 (verdict/empty/
triangles), export OBJ unchanged (b3e5f4c3..9b377), capability 20,830 / 10,909.
Within-round A/B, game path, two interleaved runs each, sampler off (off -> on):
static LOD0 request p50 95.5 -> 84.8 ms generation p50/p95 70.3/114.1 -> 62.3/100.6 ms
worker 35.4 -> 31.6 s (-10.5%)
moving LOD0 request p50/p95 70.8/144.2 -> 62.0/126.1 ms
generation p50/p95 62.6/113.4 -> 55.1/101.0 ms
worker 102.6 -> 91.3 s (-11.0%)
Sampler-on moving: the _finite/CRT cluster is gone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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ab4bbe3680 |
perf(generation): field-exact LOD0 overhead removal; the unknown bucket is Core.dll
Field-preserving floor round (Codex; reviewed by me against the code):
- exact per-(sample, passage) caching of native/generic floor projections and walkable-air
checks, behind voxel.FloorRound1PassageProjectionCache
- a zero-work disabled path for VoxelDensityProfile::FScopedTimer, unchanged when enabled
- pointer / range-for iteration in the proven-hot tunnel, passage, spatial and candidate loops
(TArray RangeCheck was ~6.5% of LOD0 samples on the Development binaries the owner plays on)
- FVector2D temporaries replaced with scalar doubles, same operations in the same order
- FSurfaceColumn made trivial, so thread-local construction does no work. Verified safe:
ComputeSurfaceColumn writes all five outputs unconditionally before any branch, and every read
of Box.Cols is gated by Box.Computed
Verified: export OBJ byte-identical (b3e5f4c3..9b377); capability 20,830 / 10,909; all 8
interleaved game runs gave identical totals (841 tiles / 669,834 triangles static, 2,348 /
1,985,216 moving, the same as previous rounds). Per-tile identity for the always-on changes still
needs a check against a stored trace; that is queued first in the next round.
Game path (sampler off, two interleaved runs each):
projection-cache switch alone: neutral (static worker +0.41%, moving -0.05%)
vs the previous round (
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ff8bd7a8bc |
feat(tunnels): tunnels get the floor rooms always had -- capability up, 30% slower (fix known)
The owner asked the question that unlocked this: "isn't the floor cut a modification
made to rooms afterward, instead of having them be naturally like so?"
Reading the code answered it, and the answer was that rooms and tunnels were built on
OPPOSITE principles:
room = SmoothMax(sphereSDF, floorHalfSpace), floor part of the SHAPE, evaluated
in one pass, with two octaves of Perlin relief already on the floor height
(FloorReliefStrength / RoomFloorCutMin=0.70, hash-rolled per room)
tunnel = a bare capsule with NO floor, then CaveTunnelFloorOp + support columns +
IsTunnelSupportFloorWorldPoint asserting a slab in afterwards
That is why tunnels read as "forced flat" and rooms never did, and why the previous
conditional-floor round could only find 1,539 skips in 1.5M tests: it was optimising
a correction instead of removing the need for one.
WHAT LANDED
Corridors now use a swept SmoothMax(capsule, floor): endpoint floor heights derived
from the rooms they join, deterministically interpolated along the control chain, the
existing two-octave relief reused (not reimplemented) and faded at mouths, and
TERRACES where a room-to-room transition is too steep -- risers capped at 1.71 voxels
(42.75 cm), with relief disabled on risers so the step bound holds.
player-fit cells 20,153 -> 20,835 (+682)
reachable cells 10,483 -> 10,901 (+418)
connectivity connected, both; mouth gap 0
vertices/tris 40,623/75,776 -> 40,429/75,416
dihedral p50/p90 2.5429/33.8499 -> 2.5529/33.7191 deg
Capability went UP, which is the point: the shape now provides what the correction
was faking, and it reaches places the slab did not.
RETIRED: the 1.5M-call natural-floor validator and its counters, plus the now-dead
CaveTunnelFloorOp / CaveTunnelAirOp implementations and profiler labels.
NOT retired: the finite support-column backstop. Removing it failed hard --
19,097 fit, 396 reachable, DISCONNECTED. It stays, and Codex was right not to force it.
⚠️ THE HONEST COST: 30% SLOWER
my own build, 3 runs: 1.509 / 1.542 / 1.543 s (was 1.118 / 1.131 / 1.197 s)
Well above the 17% noise floor. The relief evaluation is what costs.
⭐ And the fix is already identified: the relief is `FMath::PerlinNoise2D` -- a
function of (X,Y) ONLY -- yet it is evaluated per 3D sample. That is exactly the bug
pattern the support floor had, where making the decision per-column took it from
2.29 to 0.138 us/sample (16x). Caching relief per XY column should recover most or
all of the 30%. Next round.
Renders confirm the floors now undulate gently instead of presenting a flat plane;
the global relief metric is wall-dominated and inconclusive, and Codex correctly
declined to claim the visual complaint solved on that basis.
Determinism holds: both final runs hash 4520DC6F with canonical repeat equality.
Analytically the authored floor profile is bounded by tan(44 deg) including the
Perlin derivative and mouth envelope; the full post-modifier SDF still is not
provable, so the player-fit audit stays.
Build 0 errors. Nothing outside Plugins/VoxelForge; RealtimeMeshComponent untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
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d38d4cabef |
perf(gen): interval propagation -- blocks can finally be PROVEN empty. 1.55s -> 1.21s
Task 4 ran 11 hours and was killed by system memory pressure before it could file a report. The work survived, builds clean (0 errors), and is verified faster with byte-identical output. This commit is my verification, not its summary -- it never got to write one. THE STRUCTURAL FIX |
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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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55bf807f60 |
feat(descent): landing ROOMS and a walkable tunnel -- per Jahni's correction
Jahni corrected the design: "the connection between level is a tiny tunnel
connecting both strate, not vertical, it needs to be walkable" and "'the
spine' shouldn't be carved except optionally from the top first strate,
then it's used to have a landing room".
COMPOSER-NOTES §6.8 had said the spine "provides a clean landing space, not
a continuous open shaft" -- and the implementation carved a vertical
cylinder anyway. A vertical cylinder has no walkable floor except at its
bottom, so a carve guaranteeing open AIR guaranteed nothing STANDABLE.
That one omission is behind five of my dead hypotheses this week.
Now:
origin spine a finite rounded ROOM per strate, no vertical bore.
radius 14 -> 8 m wide, 7.5 m tall
descent a walkable tunnel, single-file by design: 3 m mouth,
2.5 m waist, gradient capped at a NAMED 15 deg
exotic styles VerticalShaft / SpiralDescent / CascadingDrops /
CrackCrevice preserved, no longer the default
⚠️ THE GEOMETRY BITES, and it is worth Jahni's eye: at 15 deg a 32 m drop
needs 119.4 m of horizontal run -- about 59.7 m per switchback leg. That is
a long walk between strates. It is the honest consequence of "walkable",
not a tuning artifact, and the alternative is a steeper number.
⭐ AND THE ROOT CAUSE GOT NAMED A THIRD TIME, by Codex mid-run: "the round
tube was hollow air but had no authored support strip, so 'open' still did
not mean 'standable'." Tunnels now carry a floor band, and the root join
terminates in the finite origin room rather than an annular shaft hub.
Measured, commandlet sweep, 8 archetypes x 8 seeds, 64/64 valid:
origin column has player-fit cells 17/64 -> 63/64
origin column reachable 0/64 -> 7/64
arrival landing probes 315/320 fit AND in the arrival component
tunnel audit 5,916/5,916 floor and capsule samples pass; zero gradient,
floor, capsule, geometry or seal failures
narrow-gap events 0 box verdicts 14 checked, 0 violations
⚠️ arrival->departure is 6/64. The landings and tunnels are now provably
walkable; what remains is the INTRA-STRATE vertical connectivity problem
found in
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