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