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Commits
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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 |
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26984d38d8 |
docs(comments): drop history narration, keep the why
Rewrite comments that told the story of past rounds instead of the current code: dated "fixed on / tried on / reverted on" notes, "this used to...", "stale paragraph removed", "Phase 1/2" progress labels, and the "ClassifyTile still does not use ClassifyBox" claim (it does now, via VF_ClassifyBoxWithWarpRetry). Every invariant, unit, sign convention, trap and measurement that justified the design is kept, rephrased in the present tense and in its original language (French or English). Also fix comments that named symbols removed in the dead-code commit (EvaluateSDF wrapper, FTunnelCoreWorldEvaluation support-floor fields, BlendChunks -> TransitionBlendChunks) and the stale function name in the VF_RollStrateParamsDetailed determinism checkf message. Comment and message text only; no code token changed. Tests untouched. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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3f629f407a |
refactor(dead-code): remove functions, members and types with no caller
Each symbol below had zero references in Source/ (tests included), Tools/, Config/ and the build files after comment/string stripping. Functions: EvaluateTunnelCoreSDF, EvaluateSDF (uncached wrapper), IsTunnelSupportFloorWorldPoint, BuildTunnelSupportFloorColumn, IsTunnelSupportFloorColumnZ, GetTunnelSupportFloorColumnBand, VF_TunnelFloorAtSegment, VF_ProjectSweptTunnelFloor, FVoxelWormField EvaluateExact, ApplyPassageLandingAirMC, ApplyPassageTunnelAirMC, GetGenerationParamsFingerprint, FVoxelStrateCorpus::LoadFromSettings, GetSkippedDefinitions, VF_RollStrateParams, VF_ArePlayerFitConnectedWithSampler, VF_GetVoxelSeasonSelectionReasonName, UVoxelSeasonAsset::GetManifestContentHash, FVoxelStackSampler::IsRunning, CompareSkippedPostValue, MakeSurfaceColumnSource, WriteObjTile, ExploreEffectName, ExploreTileClassName, and the VoxelTypes.h chunk-local helpers (WorldToLocalCoord, ChunkToWorldPos, LocalToIndex, IndexToLocal, IsValidLocalCoord, GetFaceDirection, GetFaceNormal, CHUNK_SIZE_SQUARED, CHUNK_VOLUME). Members/types: write-only floor flags (FVoxelOpSample:: bProtectedStructuralFloor, StructuralFloorMinimumDensity, bTunnelCoreSupportFloor; bSupportFloor on the tunnel evaluations; FTunnelFloorSegmentProfile::NumSteps), UVoxelStrateManager::BlendChunks, unused FSummary counters in the stack sampler, two unused FVoxelSeasonCompositionSettings aliases, and a few unused locals/constants. No UPROPERTY, UFUNCTION, reflected type or enum was touched. Behaviour is unchanged: removed code was unreachable or only written, never read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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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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6ccf3718ff |
measure(perf): per-component ablation of the TunnelNetwork path; exact worms restored
Round (Codex; reviewed by me against PERF-SAMPLED.md). Revert: voxel.WormNoiseMode / voxel.WormLatticeStep, their storage and their switches are REMOVED. VoxelWormField has one path again, exact Perlin with the N1 short circuit. Kept: bEnableWorms (asset), WormsForceOff (measurement only), the exact block skip (default 0). Ablation instrument: 14 development-only, world-changing force-off bits (voxel.TunnelAblate*), applied on the fused, op-stack/classifier, cached SDF/core and modifier/floor paths. They resolve once per process, are hashed into the generation fingerprint, and are compiled to zero in UE_BUILD_SHIPPING (VoxelDensityAblation.cpp). They are a measurement instrument, never a gameplay or multiplayer switch. Defaults exact: canonical export OBJ b3e5f4c3..9b377, worms-region 311CA42C / 75,482 triangles, capability 20,830 / 10,909, and 841/841 keyed tiles identical to NextHeadStaticTrace_20260913. Static worker seconds saved by removing ONE component (two off runs vs the interleaved all-on 33.06 s; baseline noise 0.27%): tunnel SDF 11.4%, cave warp 10.3%, passage carving 10.1%, landing posts 9.9%, passage structural posts 5.6%, worms 2.4%, native floor 2.2%, origin spine 1.6%, room SDF 1.6%, everything else <= 1.1% Moving (2+2 runs each) confirms the top five at 6.0-11.6%. Tunnel SDF off cuts LOD0 generation p95 104 -> 83 ms: it owns the slow tail. The positive savings sum to 58% of the static total; the other 42% is shared. The rows are not additive. Unexplained: tunnel-core OFF made the static total 2.9x SLOWER (95.5 s) while LOD0 generation got faster (p50 64.7 -> 60.6 ms) and triangles fell. The report blames the changed field, which does not fit; more likely a slow fallback path in coarse tiles. That row is not a cost measurement. Ledger: every Unreal process exited 0 and verified the loaded DLL; two PowerShell parser errors happened before any process started. No crashes or retries. 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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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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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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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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4c53d3bbed |
feat: Phase 1 — Maze ported to the operator stack, OFF the hot path
Maze decomposes into seven ops with no contortion:
ConstantRockSource -> LatticeCorridorSource -> SdfRoughnessMod -> SdfCarve
-> OriginSpine -> BoundarySeal -> PassageCarve
That is the answer to Phase 1's actual question (OPSTACK-PLAN section 4's
stop-trigger: "does the source/modifier split fall out naturally?"). It does.
Three of those ops are already shared: ConstantRockSource is the first line of
TunnelNetwork, Maze AND VerticalShafts; SdfCarve is the same six lines in all
three; the structural post is identical across all six density functions.
GetDensityAt and ClassifyTile are NOT touched. The archetype switch is still the
only path feeding the game, so nothing in a running world can change. The port
is validated instead by VoxelForge.OpStack.MazeEquivalence, which compares the
stack against GetMazeDensity over 20k points, re-checks purity across worker
threads, and brute-forces every box verdict the stack emits.
Two contract decisions, delegated and taken:
1. Eval is now two-channel (FVoxelOpSample { Density, Sdf }). Maze forces it:
its roughness perturbs the SDF, not the density, and on density the same
noise scales with the local gradient and is a visibly different effect. It is
also what lets two different sources SmoothMin together later, which is the
difference between a composed idea belonging somewhere and being punched into
it.
2. The stack's density channel is INTERNAL convention (positive = solid),
negated once by the caller. This REVERSES what the header said yesterday.
Every archetype body is already written that way, so each port becomes a
literal transcription instead of a sign-flip of every line -- on the plugin's
documented #1 source of confusion. The SDF channel keeps standard SDF
convention, so min() means opposite things on the two channels; the header
says so loudly.
Also extracts spine/seal/passage from VoxelGenerator.cpp into
Public/VoxelDensityPrimitives.h so the generator and the ops share ONE copy of
three world invariants. Forwarders keep the local names, so not one of the ~20
call sites changes; bodies are byte-identical.
One thing found while writing the seal's ClassifyBox and NOT silently fixed: at
the inner edge of a seal band, 1 - Dist/Thickness can round to exactly 0.0f, so
SealFactor*BaseDensity is 0, internal density lands on 0, and the mesher counts
that as AIR. Claiming AllSolid there would be a hole. The new op keeps a 1-voxel
safety margin before it forces. Today's ClassifyTile has no such margin -- the
window is hairline and needs the archetype to produce air at exactly that z, but
it is real. Reported rather than patched, since Phase 1 does not touch that path.
UNVERIFIED: not compiled.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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