Commit Graph
108 Commits
Author SHA1 Message Date
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 4afea7c802 wip(assembler): M3 round 2 -- islands get real mass: deep crust, separate tapered roots, arched spans
Pinch cause: SmoothStep taper drove the underside radius to zero at one point. Version 2: depth 0.75x
diameter (thin-pad control at 0.30 fails), 3-4 seeded roots, bounded contour warp + roughness, one
off-route side island, 3 m rock spans. Bounds/route/W1-W8-W16 pass. Open: legacy probe metadata says
25 cm but production legacy is 12.5 cm -- round 3 must fix the import scale contract.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 12:24:35 +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
Fr0zkaandClaude Opus 5.5 f67b519e75 wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Manifest imported into UVoxelSettings (hash 8933693d9560ba9f), folded into the season
content hash only when Core is on. BuildHost: W1/W8/W16 stable, 2553 surface tiles match
standalone, 432 LOD transitions, collision on all 36 expected tiles. Matched timing
96.8 s native vs 197.3 s bridge (2.04x). Collision support tiles wait for Core region admission.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 15:31:48 +02:00
Fr0zkaandClaude Opus 5.5 2d0cec90e4 wip(assembler): M1 round 4 -- cap rebuilt (no hiding), sub-voxel audit, routes + mesh-free queries
Luna, M1 round 4 (resumed after the night stop):
- Cliff: sub-voxel audit (29,929 half-voxel XY columns, min run 3.75 voxels, 0 subvoxel runs;
  old taper control exposes 20,963) and a root-line shelf at the two-voxel minimum.
- Horizon slab = aliased LOD8 cap ceiling. The first fix hid the ceiling at LOD8 (challenged:
  enclosed, interior-lit strates); now the LOD8 cap is rebuilt deterministically from the
  native heightfield, skirts preserved; looking up and out shows the cap present.
- Routes: review manifest with 33 stable-ID route points + capsule/support constraints; capsule
  sweep 0 blocked samples / 0 unsupported centres, negative control detected.
- Server path: World::densityAt answers without render meshes. Physics cooking not available
  standalone.
- Hashes (evaluator + 2,226-tile stream) identical at W1/W8/W16. LOD8: 4.446 s for 529 tiles,
  14.25 M field calls, 165 unknown tiles.
- Captures at 60 fps cap + vsync (owner's GPU coil whine). One cliff probe crossed the ~8 GB
  guard (7.69 GiB) and was stopped before capturing.
My review: cap view matches legacy closely, no slab; native cliff is a clean attached ledge
(cleaner than legacy); a few small spikes on the ridge top.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 14:23:38 +02:00
Fr0zkaandClaude Opus 5.5 20c6d86f0e wip(assembler): M1 round 4 PARTIAL -- stopped at owner's request (GPU coil whine at night)
Unverified mid-round state (cliff plates / horizon slab / routes in progress). Resume from here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 02:12:39 +02:00
Fr0zkaandClaude Opus 5.5 d696463c68 wip(unreal): round 4 -- strate-type coverage matrix; SurfaceWorld via exact legacy bridge
Luna, integration round 4 (owner requirement: Core must know every strate type).
Coverage, Core vs legacy owner field (one probe per type, 686,000 LOD0 samples):
  TunnelNetwork approximate (2.17% signs differ); FlatPlain / CrystalChamber native slab
  fields missing (generic cave, 1.28%); Maze missing (13.3%); VerticalShafts missing (no
  shaft surface); FloatingIslands missing (95.8%); Underwater approximate + no water.
  SurfaceWorld: exact density (0 sign changes, LOD0-3 hashes match) through the copied
  legacy evaluator -- but at legacy cost: full view 23.1 s vs legacy 23.9 s (Core caves
  without surface 0.785 s).
  Passages: SlopedTunnel/VerticalShaft/Spiral pass walkability; Cascading (365/1,495) and
  Worm (109/1,490) FAIL. Transitions approximate (1.2-1.3%).
BuildHost UBT + actor validation pass (SurfaceWorld layout: 2,553 visual keys, 448 LOD
transitions, biome query). Small owner/Core capture pairs in core_strate_coverage/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 22:29:15 +02:00
Fr0zkaandClaude Opus 5.5 75210e56f3 wip(unreal): round 3 -- owner's in-game defects classified; opening room fixed; Core biome query
Luna, integration round 3, from the owner's four in-game screenshots:
- Capsule rings at the opening and the shaft continuing through the cave room were Core
  world defects: the synthetic bore is removed and the opening gets a finite origin room
  and floor (solid below). New world version, W1/W8/W16 identical: density
  a8bcb72d41092503, mesh 90f29ba15e24579f, payload 82c6b489e7bb7fd7, topology
  7b99448a1f844f2c.
- B-side landing and surface: headless coverage found no missing tiles or LOD-transition
  gaps (960 / 640 fine tiles compiled after travel); best explained by Core's missing
  SurfaceWorld representation. Null-RHI cannot rule out a presentation-only issue.
- Core mode GetBiomeAtWorldLocation now answers (e.g. Biome_Surface_Plain); biome
  terrain itself is not generated yet (proposal: native Core SurfaceWorld evaluator).
Owner checked the Step29 viewer himself: the surface strate type is absent there too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 21:45:49 +02:00
Fr0zkaandClaude Opus 5.5 075e58187e wip(unreal): AVoxelWorld Core mode -- streaming, collision and carving through VoxelForgeCore
Luna, integration round 2 (BuildHost only): AVoxelWorld::bUseVoxelForgeCore (default
false) routes desired tiles, generation, upload/collision and carving through Core.
Core-only CoreClipRadius=3 / CoreMaxClipLevel=8 (owner's asset untouched); 25 cm Core
voxels in every cm<->voxel conversion; legacy brush sizes scaled to keep physical size;
UE-task JobScheduler, epoch-checked Mpsc results, existing RMC upload + collision cook;
carving via sequenced applyEditTransaction. Switch off: BuildDesiredTiles takes the old
path unchanged.
BuildHost proof (actor commandlet, staged copies of the owner's assets): all 2,226
initial tiles hash-match standalone Core; collision bodies as expected; anchor move
requests 1 / releases 1 tile; carved tile hash matches standalone; peak ~2.68 GiB.
Legacy CrossPlatformDigest automation: 115,000 samples pass (wrapper flagged an
analytics write outside isolation).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 20:33:46 +02:00
Fr0zkaandClaude Opus 5.5 29ca99af7f wip(unreal): VoxelForgeCore UBT module + asset adapter reproduce the standalone world
Luna, integration round 1 (BuildHost only; owner's project and assets untouched):
- New runtime module VoxelForgeCore: one shim per Standalone/Core/core_sources.txt row
  (sources stay canonical under Standalone/), NoPCH/no unity, manifest check; VoxelForge
  links it (no runtime routing yet). UE link-safety audit: 18 shims, 83,843 symbol lines
  vs 399 Unreal-style names, 0 clashes.
- Adapter (editor commandlet path) turns staged copies of the owner's DA_* assets into
  schema-v1 JSON; with clip_radius=3/max_clip_level=8 it reproduces all four Core hashes
  (0xdb2991c73215af4c, 0x8236c5edd7fc8e4f, 0x4c48fa75a543d58e, 0xbea22e76b34a4dfc) and
  walkability 5,642/5,642 at worker limits 1, 8 and 16.
- Noted: the owner's settings asset says max clip level 6 (standalone used 8); Core uses
  25 cm voxels vs the plugin runtime's 12.5 cm.
Not done yet: AVoxelWorld switch and Core runtime route (round 2).
Docs: CODEMAP, ARCHITECTURE, SHARED_CPP_LIBRARY_PLAN, UNREAL_INTEGRATION_REPORT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 19:38:18 +02:00
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
Fr0zkaandClaude Opus 5.5 0a7492ffab research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted
Editor-only, default off. Seeded chamber graph (jittered XY grid, spanning tree, optional loops,
tunnels, shafts, pillars, ledges, spires, floating masses, basins), 8 profiles, four detail bands
at every surface-affecting 25 cm sample, sound brick proofs. 259^3 ring, six workers, medians of 3:
404-570 ms (worst TerracedBasin 570.0 ms). Detail, seam, bound-audit (0 violations, undersized
control caught), determinism (1 vs 6 workers) and TraversalSeeds all pass; live tests untouched.

Not accepted yet: the profiles are 81-97% open air. In the slices a "TightNetwork" is a large void
with scattered solid blobs (rooms of 0.5-0.76 x pitch overlap and merge), and the finest detail
band shows as salt-and-pepper speckle with 22-109 separate 1 m components per ring: fast partly
because air bricks skip, and the look needs the owner's judgement. Also missing vs live: maze,
flat/plain, crystal-chamber, surface-world and underwater grammars; water geometry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 17:47:36 +02:00
Fr0zkaandClaude Opus 5.5 f8a46ecf8d wip(step2e): parameterised chamber-graph model -- compiles, traversal test PASS; benchmark not run
Stopped by low memory (another app held 12.5 GB; processes failed with 0xC0000142).
Editor-only, default off: a seeded connected room graph (varied chambers on a spanning network,
optional loops, shafts, rock features, ledges, basin floors), eight parameter profiles, the
step-2d brick driver and detail bands, a new test VoxelForge.ParameterizedGeneration.TraversalSeeds
(PASS in step2e_functional_01, which also proves the tree compiles). Existing live tests untouched.
Not yet run: the eight-profile ring benchmark, variety metrics, slices, detail/artefact/determinism
checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 11:45:45 +02:00
Fr0zkaandClaude Opus 5.5 78641da0bb research(step2d): a simpler field is fast (81 ns/sample) -- but it is not the owner's world; NOT a pass
Editor-only, default off (voxel.ResearchRedefinedDensityField). The redefined field is a seeded,
periodic cross-corridor pattern per strate plus the authored passages, landings and a shaft tree,
with four value-noise detail bands at every near-surface 25 cm sample and sound 8^3 brick proofs.
259^3 ring, six workers: 308 ms median (467 ms without skips) vs 8.9 s for the live field.
Detail, boundary-artefact, determinism (1 vs 6 workers, two runs) and bound-audit checks pass.

Why it is not a pass: the slices show a mostly-solid field with a few straight corridors, where the
owner's world is mostly open space; rooms, the tunnel network, composer recipes and archetypes are
gone. Much of the speed comes from 60% of bricks being proven solid in that simpler world.
What it does show: detail at full resolution plus brick skipping costs ~80-130 ns/sample; the
cost of the live field is how rooms/tunnels/passages are represented, not the detail or the lattice.

The two walkability tests were redirected to the research field in the working tree; that change
is NOT committed (saved as scratchpad step2d-test-redirect.patch) so they keep testing the live world.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 09:06:25 +02:00
Fr0zkaandClaude Opus 5.5 43c11ccaa8 measure(step2c): setup once per chunk, still 1.6 us/sample -- exact per-sample density misses 600 ms
Editor-only, default off. 259^3 ring split into 1,000 aligned 32^3 chunks; cache/index builds
bounded by chunks (948 room/SDF caches, 800 active-op lists, 8,532 index tables); 800 block setups
+ 201,243 scalar fallback points (1.16%); no per-point GetDensityAt on supported routes.
Six workers: live 7.07 s wall / 1.678 us per sample; prepared 7.92 s / 1.595 us.
Candidate visits 21.2 -> 15.8 per sample, evaluations 6.31 -> 5.75; room / tunnel / tunnel-core
evaluations unchanged (48.1 M / 5.0 M / 38.4 M for 17.4 M samples). Passage evals 18.1 M -> 8.4 M.
Exact: 0 Q16/sign disagreements, five seeds, same hash on 1 and 6 workers, reach shrink caught.
Luna's verdict: 600 ms is not reachable while every lattice point evaluates the exact current
density; 27.7 worker-CPU seconds need >= 7.7x less work.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 04:18:44 +02:00
Fr0zkaandClaude Opus 5.5 fd9f809c1c measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed
Editor-only brick API (<= 8^3 points per call, TunnelNetwork/Underwater op-stack routes, 1.16%
scalar fallback). Exact: 0 Q16/sign disagreements on the full 259^3 ring and the five-seed probe
set, same hash on 1 and 6 workers, reach shrink still caught (18,107 Q16 / 735 sign).
Speed: 69.19 s wall, 17.6 us/sample vs live 7.04 s, 1.65 us/sample. Stack sampler (inclusive):
BuildChunkCache 93.5%, PropagateSdfOverBox 92.5%, BuildActiveOpList 92.6% -- each brick rebuilds
the cache windows and active-op lists; EvalBlock itself is 3.6%.
Live path attribution (inclusive, 68,934 stacks): op-stack RoomGraph EvalBlock 54.4%, SDF and
spatial candidate scans ~28%, tunnel core 18.4%, passage floor segment 15.0%, structural posts
14.6%, noise octaves 2.6%, disturbances 0.6%, diff layer 0.3%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 03:10:22 +02:00
Fr0zkaandClaude Opus 5.5 41a9265ebd measure(step2a): candidate bins alone are slower -- the per-sample GetDensityAt call must go
Editor-only ablation (explore commandlet, -regioneval, default off): 8^3 bins for rooms,
room-floor joins and tunnel chains, but every point still goes through GetDensityAt.
259^3 ring, seed 1337, six workers:
  live  : 6.776 s wall, 29.16 s worker CPU, 1.679 us/sample, 21.2 candidate visits/sample
  binned: 19.54 s wall, 50.02 s worker CPU, 2.879 us/sample, 16.4 candidate visits/sample
Correctness: zero Q16 (x16, ties away from zero) disagreements on the full ring and ~284k probes
on 4 more seeds (composer recipes, warped rooms, passages, landings, strate edges, edits);
shrinking room reach to 0.5 -> 18,107 Q16 / 735 sign differences (the check bites).
Not the planned region program: the step-2 question is still open. Baseline for the next attempt:
1.68 us CPU per sample on the live path.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 01:19:11 +02:00
Fr0zkaandClaude Opus 5.5 41b001b652 measure(step1): cook is 1.5-2.3 ms, RMC's route is 8-11 s; CMC cannot take a field floor; cap 16 uploads
Rebuild plan step 1 (RESEARCH-SPEED-2026-09.md), all behind default-off switches.
A. Direct cook on a dedicated thread, 27-tile support cohort: core cook p50 1.50 ms, p95 2.28 ms;
   a 3,949-tri tile 1.67 ms extract+cook. PASSES the 10 ms gate. Through RMC's route the same
   support bodies became ready 8.46 s p50 / 10.80 s p95 after their meshes existed: FAILS 150 ms.
   Exact-target capsule sweep confirmed (0.75 ms after body update).
B. 100 rapid underfoot digs on CMC with a field override: 883 false-support frames, 0 false-air,
   0 invented velocity. CMC's floor comes from collision-scene traces -> step 4 = field-aware Mover.
C. 341 prequeued tiles, render on: cap 4 = 238 applies/s, cap 8 = 476, cap 16 = 639 (drain p95
   2.22 ms vs 2 ms gate); first visible 1 frame after release; no RT/RHI backlog. Tune drain,
   no grouping needed yet.
D. Same 128^3 region, 64/64 tile hashes equal in export and game. The "263 ns/sample" was export
   WALL time with 15 workers sharing a lattice (~3.4 us CPU/sample); game tile time includes
   meshing and duplicated borders (+22%); contention cap 1 vs 14: 74 vs 112 ms per tile.
   Profiling is not the cause.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 00:07:59 +02:00
Fr0zkaandClaude Opus 5.5 97a1874498 wip(step1): collision/upload clocks behind default-off switches -- partial, stopped on low memory
Compiled and run (cap 14 / 12 / 8), then stopped: another app held 12.5 GB, free memory fell
under the 6 GB launch floor and processes failed to start (STATUS_DLL_INIT_FAILED).

Measured so far (owner world, 120 s windows):
- 343 L0 tiles, request->collision-ready p50/p95: cap 14 = 262/440 ms, cap 8 = 196/238 ms;
  scheduler queue wait p95 141 ms -> 0.9 ms. Initial support tile at cap 14: RMC submit->body
  7.47 s, first check->ready 9.73 s; at cap 12: 0.33 s / 2.54 s; at cap 8 a 3,949-tri tile
  reached body update 2.8 ms after RMC submission. Waiting, not cooking, dominates.
- NOT confirmed: a capsule sweep hitting the exact target body (the 0.75 ms hit was another
  component); the 10 ms core-cook and 150 ms/27-tile thresholds are unscored.
- CMC cannot take a same-frame density floor: FindFloor/ComputeFloorDist trace the collision
  scene. Underfoot digs (100-dig test), upload throughput (render-enabled caps 4/8/16) and the
  8x per-sample question are not run. Per-sample profiling was fully disabled in these runs, so
  it does not explain the 8x.
Switches (all default off): voxel.Step1GenerationCap, Step1PauseGenerationAfterSeconds,
Step1MaxMeshApplies, Step1PrequeueVisibleLOD0, Step1UploadDisableCollision, Step1CollisionProbe,
Step1CoreCookBenchmark; harness -EnableRender. Also: plan step 3b, AVX2 need not match scalar.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 17:53:57 +02:00
Fr0zkaandClaude Opus 5.5 bf22f0ffe0 perf(collision): cook stages measured, no standing on dug-out ground; review F/H/E measured
1. Collision cook breakdown (request -> ready), critical support tile:
   spawn (0,0,-1): generate 107 ms, apply < 1 ms, RMC submit->body 479 ms, total 587 ms;
   deep floor (0,0,-7): generate 82 ms, RMC 1,441 ms, total 1,548 ms.
   Almost all of the wait is inside RMC (end-of-frame update + async pool + Chaos cook + body
   install, not separable from our side). Critical priority does not shorten it. Collision is
   async, complex-as-simple, fast-cook off; skirts are ~16-18% of collision triangles.
   No cook change made. Startup outlier: first support tile waited 2.09 s for its game-thread apply.
   Underfoot dig: a carving brush that intersects the pawn's capsule and support tile now
   disables the old body and withdraws readiness on the carve frame: 0 frames standing on removed
   ground (replacement 91.8 ms later). 8 neighbouring digs: 0 gate frames. Gap audit 0.
2. Stack sampler, 49.4 s game path: top resolved leaf was the profiler's own
   VoxelDensityProfile::BucketFromName (4.86%). Linear label scan -> CRC-keyed lookup with exact
   compare: 59.26 -> 57.87 ms/tile (-2.35%), 980/980 tile hashes identical.
3. Measured only: F (classifier mode 1, no exact check) +48% worker CPU, 0/980 tiles differ ->
   not worth it. H (handoff component scans) p95 0.07 ms/frame -> not worth it.
   E (FullResClipLevels=1): worker CPU 56.7 -> 35.7 s, settle 9.6 -> 7.0 s, crossing samples
   -30%; changes the look, owner's decision.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 07:52:18 +02:00
Fr0zkaandClaude Opus 5.5 ce6812dbeb fix(streaming): no false gate on digs, no see-through at tile handoffs; density volume off
- Dig near the pawn: a same-tile collision recook withdrew readiness although the old body was
  still installed, so the gate held a standing pawn (957 of 1,931 frames over 8 near digs).
  A tile now stays ready during a recook while collision is still wanted and its existing body is
  valid. After: 0 gate frames, 0 falling frames over 2,604 frames. Dig directly under the pawn
  still falls (~127 cm, max ~502 cm/s). The reported "accelerating toward the ground" was not
  reproduced; the false hold is the measured part.
- See-through: the retire logic only waited for replacements that overlapped the old tile in
  volume and missed desired neighbours touching at a face/edge/corner. Handoff now includes
  contact. New surface-witness gap audit (24 surface points per tile, skirts excluded, catches an
  injected early hide). 6000 cm/s walk, 75 s: 3 gaps / 51 frames / longest 603 ms -> 0.
  Dig session: 0 -> 0. Overlap audit and edit ghost stay at 0.
- bEnableDensityVolume defaults to false; when off: no volume, no fill thread, uploads or tick
  work, no volume-dependent proof bypass; terrain MIDs get VolP5.z = 0 (enable off), other VolP*
  black, VolTex* null, so M_Test1's volume nodes return their neutral result.

Gate: deep gate-on passes (79.9 m, 3 holds, -0.101 cm), gate-off penetrates (-5.1 cm).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 04:53:57 +02:00
Fr0zkaandClaude Opus 5.5 0bcd67a016 perf(review): gate never deadlocks, collision radius, 20x faster digs
From the outside performance review (items 1-4; item 5 prototyped and reverted).

1. Collision gate: a support request outside the stamped desired set was cancelled by the rebuild
   it forced, and the gate held the pawn with gravity 0. Baseline deep-drop (floor at (0,0,-7),
   outside the aligned L0 ring): 1 hold of 30.0 s, never released. Fix: the target and 3 tiles
   below are retained through rebuilds at CollisionCritical; hold only when the swept capsule is
   about to enter pending support; release restores movement mode, gravity and downward speed.
   After: 3 holds, 2.21 s total, 112.8 m horizontal progress; gate off still penetrates (-7.4 cm).
2. Suspected cleanup regression (out-of-layout stacks): not real. 44 paired boundary tiles,
   30.9 ms vs 32.6 ms at b4ac996, hashes 44/44 identical. No change.
3. PawnCollisionRadiusChunks (new, default 1): L0 tiles outside the collision set stay visible
   without Chaos cooks; anchors and the gate's support column are unioned in. Cook requests
   ~217/min -> ~30/min (-86%). Critical support ready time did NOT improve (9.5 s -> 10.6 s in the
   deep-drop fixture; the wait is the cook itself, ~7.4 s cook-to-ready there).
4. Dig: exact pre-edit L0 density cached (one 35^3 grid, 171.5 KB), carve replays current mods on
   it. Sync remesh 99.4 ms -> 4.7 ms. 16/16 random carves hash-identical to full regeneration.
5. Parallel grid fill for the critical tile: 16/16 hash parity, but the waited-on tile was already
   meshed; the wait was collision cooking. Reverted.

Review G answered: M_Test1 still ray-marches VolTex0 (custom HLSL mini-sun shadow), so the density
volume is live. Known and left alone: outside the strate layout the fallback density can be solid
while the gate treats those tiles as air.
Tests: VoxelForgeCollisionDesiredTilesTest, VoxelForgePreEditDensityCacheTest; no-overlap, edit
ghost, descent corridor pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 02:26:44 +02:00
Fr0zkaandClaude Opus 5.5 116b57f01e wip(gate): support column kept through rebuilds, hold only on swept contact -- NEVER COMPILED OR RUN
Stopped mid-round: the PC ran out of memory (another app held 11 GB), new processes failed to start
(0xC0000142), and the round ended without verifying anything after the edit.

Confirmed in code (performance review finding 1): a support request outside the stamped desired set
forces a rebuild that cancels it, the gate asks for one unresolved tile at a time, and it holds
before the pending tile is anywhere near the pawn's next step.

Uncompiled edits: a short collision-only support column retained through desired rebuilds and
prioritised; hold only when the swept capsule is about to enter a pending tile; downward speed
restored on release; opt-in deep-drop fixture (carved shaft) in the stress harness.

Evidence so far: shallow 10-voxel fall, gate on, before the edit: 1 hold of 1.51 s, clearance
+120.6 cm. The 80/160-voxel attempts spawned OUTSIDE the strate layout (support unavailable,
zero holds) and failed the penetration check at -11.1 cm: not the reviewed loop, but worth a look.
Compile risks: GetGravityZ(), TSet pruning in the rebuild, the fixture's carve/log arguments.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-28 19:54:28 +02:00
Claude 593dfac1d8 docs: the operator stack is the only density path
- CODEMAP: data-flow diagram, §3.2b/§3.2d, generator and strate-manager
  rows, test rows and §4.2/§5 now describe the stack-only path; the
  deleted archetype functions, bUseOperatorStack and the Not Op Stack
  stats are gone; line hints re-synced for VoxelGenerator.cpp,
  VoxelStrateManager.cpp and VoxelStrateDefinition.h.
- ARCHITECTURE §8.1: archetype table lists stack builders; §8.10 surface
  column and shaft cache entries name their current owners.
- REVIEW_FINDINGS: tick "Operator stack as the only density path"; add
  the no-strate-manager fallback world as its own open item.
- fable-idea: T1.a status names the current column caches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 16:09:59 +00:00
Claude 41fcef692a docs(codemap): no sheet settings or sheet sweep cases left
Follows the sheet/settings removal commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:54:51 +00:00
Claude c91b63d7c2 docs(codemap): refresh line hints, drop removed symbols
- Refresh every numeric line hint in the §3 tables, the §4 pipeline step
  anchors, the §5 "go here" table and the inline (h:NNN) / (NNN) hints;
  most pointed at a much older file layout (e.g. AVoxelWorld at 12,
  now 176; GetDensityWithParams at 277, now 3851).
- Remove rows/mentions of symbols that no longer exist: the far sheet
  ring (GenerateSheetMesh, SheetHole*, sheet-tile routing in LoadTile and
  BuildDesiredTiles), EvaluateSDF, the generator's ApplyPassageCarving
  forwarder, VoxelTypes chunk-local helpers (LocalToIndex & co.,
  CHUNK_SIZE_SQUARED/CHUNK_VOLUME), GetLODForChunk/LODToStep,
  VF_RollStrateParams (now VF_RollStrateParamsDetailed), and the stale
  AVoxelWorld storage list (Chunks/ChunkMeshes/ChunkLODs/PendingChunkCoord
  -> LoadedTiles/TileComponents/PendingTiles + the four MPSC queues).
- bFarSheetRing / FarSheetSpanLevels are documented as unused settings.
- Add the 13 test files that were missing from §3.12.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:27:51 +00:00
Claude 1de44af7cc chore(repo): archive historical docs under Docs/archive, drop tracked pycache
Move closed audits, task briefs, design rounds, perf reports, the OPSTACK
plan/progress logs and WORK-NEXT.md into Docs/archive/ (git mv, history kept).
Whitelist Docs/ in the strict .gitignore, ignore Tools/**/__pycache__/, and
remove the tracked .pyc. Repoint references in the kept docs and in non-test
source comments to the new paths.
2026-09-28 13:46:17 +00:00
Fr0zkaandClaude Opus 5.5 de05e293aa docs(codemap): aligned clipmap rings, indexed reconcile, immediate gate support, two new tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 06:11:41 +02:00
Fr0zkaandClaude Opus 5.5 6ee433efa5 test(gate): stress repro judges terrain penetration -- gate on 10/10 clear, gate off 3/3 falls through
The old criteria (travel distance) could not tell a working gate from a broken one: every run,
gate on or off, ended at (455.7, 0, -58.1). That spot is measured air ~1.2 m above a real floor
(density zero-crossing at world Z ~ -275.7 cm), so it is a terrain trap, not a fall-through.

The stress test now drops the pawn fast onto an unready support tile (0,0,-1) and samples the
density at the capsule feet every frame, sweeping at <= half a voxel between positions. PASS =
no measured clearance below -5 cm.

Owner config (radius 3, max level 6, distance 768, sheets off):
- gate on: 10/10 PASS, min clearance +120.5..+120.9 cm, one hold of 0.43-0.47 s each,
  support submitted in ~0.7 ms, collision ready in 0.43-0.47 s
- gate off: 3/3 FAIL terrain_penetration, clearance -5.7..-8.1 cm
Edit-ghost, clipmap no-overlap sweep: pass. Test-harness code only; no production path changed.
This validates a49725d.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-25 06:11:08 +02:00
Fr0zkaandClaude Opus 5 370c39e473 feat(streaming): horizon distance with real tiles only -- sheets off by default
The sheet system models terrain as one ground and one cap height per column, which cannot express this world's overhangs, floating islands and open sky; three attempts to fix the MC/sheet seam produced holes, then caps over the void, then both. Measured alternative: cover the render distance with real marching-cubes tiles and switch the far-sheet ring off.

Benchmarks at RenderDistanceChunks=768, all tiles loaded at steady state: L4 57,473 tiles / 30.1M tris / 837 MiB / 2,514 s worker / 296 s to settle; L5 10,841 / 8.1M / 226 MiB / 375 s / 108 s; L6 3,281 / 2.9M / 82 MiB / 127 s / 77 s. Defaults now MaxClipLevel=5, bFarSheetRing=false. Invariants: strate crossing PASS, gate stress PASS (140.06 m, 0 full stops), determinism PASS with 10,841 tile hashes identical vs -voxel.CrtFma3=0. Peak memory ~4.2 GiB in all three.

Owner action required: his DA_Settings still serializes MaxClipLevel=3 (asset edits are out of scope for Codex), so his world needs that value raised to 5 to use the new far field. At twice the distance the estimate is ~39.5k tiles / 29-30M tris / ~0.8 GiB / ~1,500 worker-seconds, which would want L6 rather than L5.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-23 17:39:49 +02:00
Fr0zkaandClaude Opus 5 a7b8d10de6 tooling(test): one command to test VoxelForge, with a commandlet-vs-game parity check
Tools/VoxelForgeTest.ps1 runs scenarios (canonical, owner, probe, perf, tests, parity) with the known-good flag sets, isolated user/config dirs, serialized launches, an owner-process guard, and a compact result.json + summary.txt instead of 300 MB logs that Codex has to stream. Answers the owner's question 'can the commandlet reflect in-game behaviour': -gameconfig=1 makes the commandlet use the authored settings, and the parity scenario compares per-tile geometry hashes between the commandlet export and the game's streaming path. Parity PASS: 64 commandlet tiles vs 810 game records, no differing tile.

First run of the tests scenario: 44 tests, 28 pass, 16 fail (8 composer, 6 op-stack equivalence, PassageLandsInOpenSpace, StrateParamBlendCoverage). Triage is the next round: stale expectations from the floor removal and the degrees change, versus real defects, especially the legacy-vs-op-stack equivalence ones.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-18 05:13:16 +02:00
Fr0zkaandClaude Opus 5 8722293f6b docs: deterministic maths recorded (new canonical hashes); stale landing-connector paragraph corrected
- WORK-NEXT: state after 2026-09-16 -- Sol's review, the sol/deterministic-math result, new
  canonical export/worms/field hashes, and the next branches in order.
- CODEMAP 3.2: VoxelMath::DetSinCos / IsFiniteFast rows.
- ARCHITECTURE: passage landings have had no connector to the (0,0) room since the owner's
  d97373c playtest correction; the doc still claimed one. Records the open gap Sol found (the
  random-reach fallback when the footing query declines is unproven) and the proposed fix.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-16 00:56:04 +02:00
Fr0zkaandClaude Opus 5 11f0c1335b fix(diagnostics): sampler can no longer crash the run it measures; worm skip default off
Harness round. Every launched run is in Saved/HarnessFixAcceptance_20260914.ledger.txt.

- FVoxelStackSampler: two sampler-on runs had died in EndPlay (logs stop after "workers drained",
  before the latency summary). The lifecycle teardown is now serialised, registration TLS is
  tagged by session, stale worker registrations are cleared safely, and in-process DbgHelp
  initialisation/symbolisation is REMOVED. The measured process now writes raw PCs only; symbol
  resolution is deferred to after process exit. (An offline symboliser is still needed for
  readable tables; it is queued first in the next round.)
- voxel.WormBlockSkip default 1 -> 0: it measured neutral (26b3476). The code, the proven bound
  and the soundness test are kept for a tighter skip later.
- Harness (Saved/*.ps1, not tracked): a writable DDC under the plugin's Saved\DDC with
  -ddc=NoZenLocalFallback, fixing the DerivedDataBackends.cpp:208 startup fatal. UE 5.7 Windows
  was verified NOT to honour -nocrashreports for its startup monitor, so the harness runs
  unattended with dialogs forced off plus a PID-scoped CrashReportClient watchdog. Failures
  still exit non-zero, and a run without its final summary line is rejected.

Acceptance: 10 consecutive mixed runs, 7 of them sampler-on, all PASS; no new crash folders, dumps,
dialogs or lingering processes. Other runs: one smoke run failed on a PowerShell
HashSet.ToArray() compatibility bug in the harness (Unreal itself exited cleanly); its retries and
the export passed. Export OBJ unchanged (b3e5f4c3..9b377).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-14 05:17:27 +02:00
Fr0zkaandClaude Opus 5 26b34765d5 perf(generation): exact worm block skip with a proven 3D Perlin bound -- measured NEUTRAL
The sampler put the worm carve's first noise call (VoxelGenerator.cpp:3985, FusedWorm) at 19.4% of
LOD0. The worm only carves where N1 + N2 < T with N2 >= 0, so where N1 >= T it contributes nothing,
bit for bit. A block proven to have N1 >= T everywhere can skip both noise calls exactly.

- The Lipschitz bound for this Perlin3D implementation: L = (15/4) * sqrt(3) * 1.25 = 8.118988160,
  in scaled-N1 units, with a 1e-3 float-rounding margin. Adversarial sampling found a worst ratio
  of 3.187 (0.39 L). The existing 2D floor-relief bound (8.5) is a component bound of a different
  field and was confirmed not to transfer.
- A soundness test that can fail (VoxelForgeWormBlockSkipTest): 6,476 proved blocks, 355,945 exact
  lattice samples, 0 violations. A deliberately halved L proves a bad block; the full L rejects it.
- voxel.WormBlockSkip, default 1.

Field exact: export OBJ byte-identical (b3e5f4c3..9b377), 841/841 keyed tiles identical to
NextHeadStaticTrace_20260913, capability 20,830 / 10,909.

RESULT, stated plainly: no measurable speed gain. The skip rate is 4.07% of worm-eligible LOD0
samples and 0% at LOD1-4, because the bound is ~2.5x looser than the worst observed ratio at the
block size used. Paired on-vs-off, two interleaved runs each: static worker +2.15%, generation p50
+1.8%; moving worker -1.42%, request p50 -2.5%. Within noise. The next round turns the default OFF.
The proven bound and its test are kept for a tighter skip later (smaller or hierarchical blocks,
or a per-cell bound).

Run ledger (from Codex's report): the first build failed on an ambiguous test overload and was
fixed; two timing runs are void because the orchestrator stopped the session so the owner could
use the PC; the eight valid timing runs, the sampler run and the diagnostics runs completed. No
new crash folders. PERF-SAMPLED.md now lists all eight earlier-round UECC crash records.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-14 04:29:11 +02:00
Fr0zkaandClaude Opus 5 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 (cfad3d1, same harness; cross-round numbers reproduced within ~1% here):
    LOD0 generation p50  static 76.6 -> 65.8 ms (-14%), moving 72.4 -> 59.5 ms (-18%)
    LOD0 request p50/p95 moving 79.4/158.5 -> 67.6/137.6 ms
    worker seconds       static 39.2 -> 33.4, moving 113.7 -> 97.9
  The always-on changes carry the gain; they have no switch, so this is a cross-round comparison.

The sampler's ~12.9% "unknown" LOD0 leaf is engine code: UnrealEditor-Core.dll + RVA 0xC080,
without a Core PDB. The old FSurfaceColumn label is gone. Next round names it by its callers.

PERF-SAMPLED.md: corrected a sentence that repeated my false "daytime use" explanation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-13 21:00:34 +02:00
Fr0zkaandClaude Opus 5 cfad3d1c18 perf(generation): gate the tile cache window by LOD; LOD0 back to switch-off speed
2de603c's tile-sized room cache cut worker CPU, but LOD0 generation was ~9% slower. The per-tile
split shows the loss was evaluation (more candidates per sample in a bigger window), not cache
building. Policy, measured per path and LOD:
- fused path: tile window at LOD >= voxel.TileCacheWindowMinLOD (default 3)
- op-stack path: tile window at LOD >= voxel.TileCacheWindowOpStackMinLOD (default 4)
- lower LODs keep the 4-chunk worker window
- voxel.SpatialIndex: -1 auto (off at fused LOD0, on elsewhere), 0 or 1

Proof caveat closed: VF_ComputeTerrainOpEnvelope adds authored terrain-op extents (pits, chimneys,
detail overrides, ...) to the invariance envelope. Ops beyond the proven 256-voxel extent, or
malformed/unloaded ones, force the legacy window, so window invariance holds for every asset.

Sampler fix: the leaf symbol kept pointers into a TMap that FindOrAdd can rehash while later
frames resolve; the leaf is now re-found by program counter after insertion.

Game path, two runs each, sampler off (Codex; checked against its report):
                       LOD0 request p50/p95    generation p50/p95    worker s
  static  optimized    106.3 / 175.9 ms        76.6 / 124.3 ms       39.2
  static  switch-off   106.3 / 173.0           75.9 / 124.1          58.5   (-33%)
  moving  optimized     79.4 / 158.5           72.4 / 123.7         113.7
  moving  switch-off    82.8 / 160.4           73.2 / 125.4         141.9   (-20%)
LOD0 is flat within noise static and slightly better moving; worker CPU keeps most of the gain.
Field exact: 841/841 per-tile triangle identity, export OBJ SHA-256 unchanged (b3e5f4c3..9b377),
capability 20,830 / 10,909.

Caution: compare these numbers only within this round. The machine is in daytime use, so
absolute figures drift between rounds.

Current LOD0 map (sampler, moving, inclusive): tunnel SDF 12.5% + tunnel core 12.3% (the same
tunnel in two coordinate spaces); passage carving 11.1%, structural posts 11.4%, native floor
4.1%, with floor projection at 8.9% inside them; cave warp ~8% exclusive. Development-build-only
overheads: TArray RangeCheck ~6.5%, per-sample FScopedTimer ~2.6%.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-13 18:17:28 +02:00
Fr0zkaandClaude Opus 5 2de603cd77 perf(generation): size the room cache to the tile; spatial index; memo-key guard
Coarse tiles thrashed the per-worker 4-chunk room-cache window: 633 BuildChunkCache calls per
LOD3 tile and 1,062 per LOD4 tile. This round was started by one Codex session and finished by a
second, after the orchestrating session died at 06:06 and corrupted the first session's record.
The second session reviewed and built its predecessor's half-finished tree.

- voxel.TileCacheWindow (default 1): the room cache covers the requesting tile's footprint plus a
  fixed collect margin. It is set with TGuardValue around GenerateMesh and classify, so it never
  leaks to other work on the thread. Tile windows are capped at 64 chunks per side;
  unsupported/non-finite params fall back to the legacy window.
- Window invariance, argued by Codex: graph decisions depend on at most two bounded
  MaxTunnelLength hops, and primitives are culled only once their complete bounds are known.
  So the collect margin 2*MaxTunnelLength + max(room reach, pair/chain/tube reach) does not grow
  with the window. Caveat: oversized authored terrain-op radii are not yet in the envelope check.
- PrepareTunnelCoreCache reuses the graph, rebuilding only the exact support-column table for a
  crossed chunk.
- FChunkSDFSpatialIndex: ordered XY buckets over room/join/tunnel bounds; rejection stays exact
  and within-bucket order is preserved. Only 9-13% of candidates reach exact evaluation.
- static_asserts in VoxelStrateTypes.h: VF_STRATE_PARAM_FIELDS lists 83 fields, and their byte sum
  + 8 B padding == sizeof(FStrateGenerationParams). This closes the memo key's known gap (it
  catches omissions and size changes, not same-size replacements or padding-hidden fields).

Verified (game path, two runs each, sampler off):
- field exact: 841/841 per-tile triangle identity, 669,834 triangles; export OBJ SHA-256
  unchanged (b3e5f4c3..9b377); capability 20,830 / 10,909, connected
- cache builds: fused 139,187 -> 1,019 (-99.3%), op-stack 60,598 -> 879
- worker CPU: static 58.4 -> 40.8 s (-30%), moving 138.4 -> 121.2 s (-12%)

REGRESSION, stated plainly: with the switch on, LOD0 gets slower. Generation p50 is ~9% slower,
static 75 -> 82 ms and moving 71 -> 77 ms; request-to-ready p50/p95 is ~5-6% slower. This is
consistent across both runs of both cases. The thrash only lived at LOD2+ (LOD0 had 1.66 builds
per tile), so the next round gates the tile window by LOD and must bring LOD0 back to switch-off
speed while keeping the CPU gain.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-13 15:06:24 +02:00
Fr0zkaandClaude Opus 5 8e40bdd92c measure(perf): in-process stack sampler; the game spends ~3/4 of worker CPU on room player-fit
A diagnostic stack-sampling profiler, off by default. A sampler thread captures the stacks of
registered generation workers with FPlatformStackWalk::CaptureThreadStackBackTrace every N us and
tags each sample with the tile's LOD. Symbolisation (inline frames included) happens after the
run, into a bounded CSV plus a summary. Registration is per tile task, never per sample; when the
sampler is off it costs one relaxed atomic load. Game: -voxel.SampleStacks=<us>. Commandlet:
-samplestacks[=us]. The streaming latency line now also prints applied tile, visible tile and
triangle counts.

Instrument checks (Codex, PERF-SAMPLED.md):
- a planted 20 ms busy loop was found at 10.5% inclusive, the expected share, then removed
- closure: 193k static / 251k moving samples, 0 capture failures, <0.75% wait frames,
  leaf resolved for 82-84%
- static game output identical with the sampler on or off: 841 tiles, 447 visible, 669,834
  triangles
- overhead at 1 ms: +4.7% static worker CPU; moving worker CPU within noise, moving timing +4-5%.
  So trust large shares, not single-digit deltas.

The finding, on the game path (the owner's instruction: profile the game, not the export):

                                all-LOD inclusive   static   moving
  BuildChunkCache                                   79.5%    80.5%
  VF_FindPlayerFitPointForRoom                      73.4%    74.0%

About three quarters of in-game worker CPU goes to player-fit searches for rooms. They are
recomputed on every per-worker room-cache rebuild, and coarse tiles span many cache windows. At
LOD0 the costs are the cave warp (3 Perlin per sample), the swept tunnel evaluated both in the
SDF and in EvaluateTunnelCoreWorld (~12% inclusive each, duplication confirmed), and the passage
structural tail (~11-14%). Candidate AABB rejection is cheap (1.5-2.2%). The 74-field params copy
does not show up as a separate cost.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VZS94UH8bSsBeg5sZaxe2Y
2026-09-13 03:32:29 +02:00
Fr0zkaandClaude Opus 5 c65b015f01 perf(streaming): outer tile classifier off by default; delete mode 2
Owner-approved, on the A/B measured in 83a0e4d: the classifier plus exact validation cost more
than it saved on the game path. With it off, ready p95 is 182 vs 190-195 ms, generation p95 is
125-127 vs 139-141 ms, and density calls drop 18%.

- GVoxelForgeOuterClassifierMode defaults to 0. Mode 1 stays reachable via
  voxel.OuterClassifierMode=1 as an A/B instrument; the clamp is now 0..1.
- Mode 2 (validation samples reused as the mesher core grid) is deleted: the reuse grid,
  FVoxelMesherCoreDensityGrid, GenerateMesh's ReusableCoreGrid parameter, bValidationCoreReused,
  TotalValidationCoreReuseTiles and its log field. It could not fire: it reused the grid only
  when validation disproved a uniform verdict, which never happened, and Mixed tiles never
  validate. The mode-1 validation loop exits early again on the first disagreeing sample.
- All three GenerateMesh call sites checked; the density-count pointer binds after BandVoxHi.

Verified by Codex, checked by me against the logs:
- build ok; the measured process loaded the staged DLL, SHA-256 1024D8CF..04D
- export OBJ SHA-256 unchanged: b3e5f4c3..9b377
- a run WITHOUT the override prints outer_classifier_mode=0 validation_density_calls=0,
  proving the new default took effect
- 841/841 tiles have identical triangle counts between mode 0 and mode 1. The 394 tiles mode 1
  skipped as uniform produce 0 triangles in mode 0, so the strate band cut (applied by the
  mesher, not by validation) was not hiding geometry.

Docs: ARCHITECTURE 8.10, CODEMAP (GenerateTileResult, ClassifyTile) and fable-idea T1.d record
that streaming no longer classifies by default. WORK-NEXT item 1 records the owner's playtest:
he can no longer fall through the world.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VZS94UH8bSsBeg5sZaxe2Y
2026-09-13 02:06:24 +02:00
Fr0zkaandClaude Opus 5 cf0319d480 perf(streaming): item 3 bought nothing, item 5 removed dead weight -- both worth knowing
Two WORK-NEXT items, one null result and one confirmed removal. Item 4 untouched.

ITEM 3 -- CANCEL OBSOLETE WORK AND PRIORITISE THE FLOOR: NULL RESULT
Clean -nullrhi, diagnostics off, 800 cm/s, 200 m of travel:

                          before            after
  request->ready p95      0.369117 s        0.367612 s
  queue wait p95          0.066949 s        0.064483 s
  generation p95          0.287926 s        0.283642 s
  p95 travel distance     2.952938 m        2.940894 m
  obsolete aborts                 0                12

Flat. Aborting obsolete tiles, sorting from the true pawn position and prioritising the
occupied/next tile changed request-to-ready by 0.4%.

⭐ AND THE NULL RESULT IS ITSELF THE FINDING. Look at the split: queue wait is 65 ms of a
368 ms p95; generation is 284 ms. **The queue was never the problem, so reordering it
cannot help.** Only 12 tiles in a 200 m run were obsolete enough to abort. The floor is
late because generation is slow, not because work is badly ordered -- item 3 establishes
that by exclusion, which is worth more than the 0.4%.

The machinery is kept: it is correct, it costs nothing, and it will matter once
generation is fast enough for ordering to be the binding constraint.

ITEM 5 -- VERDICT CACHE REMOVED. It was pure overhead.
Clean moving-session audit:

  outer  calls/probes/hits    2,109 / 2,109 / 0
  nested calls/probes/hits   19,904 / 19,904 / 0
  enclosing hits                              0
  stores 15,877, evictions 15,365

⇒ It stored 15,877 proofs, evicted 15,365 of them, and hit ZERO times. A moving player
visits unique regions; the cache was filling and thrashing a 512-entry table under a
global lock for no benefit. Same-binary A/B: request p95 0.367645 vs 0.365978,
generation p95 0.285559 vs 0.285992 -- neutral within noise, so its cost was the lock and
the linear scans rather than time we can see.

Removed: the global cache, its lock, the entry table, the invalidation path, the
cache-only profiler fields and the synthetic probe. The proof classifier stays.

⚠️ I asked for this cache two days ago on the strength of a commandlet measurement that
re-visited the same region repeatedly. That access pattern is nothing like a moving
player, and I should have said so when specifying it.

VERIFIED BY ME: build 0 errors; export 0.563 / 0.565 / 0.566 s (35de59b was 0.545-0.563,
flat as expected); geometry SHA-256 b3e5f4c3..9b377 UNCHANGED; capability 20,830 /
10,909, connected.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
2026-09-12 06:49:20 +02:00
Fr0zkaandClaude Opus 5 e08b49a183 perf(gen): a thrashing one-slot cache cost 18.7x -- and the world is unchanged
TunnelNetwork density evaluation was 45x more expensive than Maze for identical
work: 2,097,152 voxels, 64 tiles, same mesher, same machine. Profiling killed
every hypothesis I brought to it -- box classification skipping 0/64 tiles was
true but irrelevant (export bypasses classification), near-surface early-outs
fired at 49.7%, the room cache built 340 entries for 2.74M samples, and the
per-room overrides resolved once per sample rather than once per modifier.

The cause was the wrapper, not the stack. A mesher tile samples an EXPANDED grid
(-1..Cells+1), so one worker crosses several exact chunk coordinates while
meshing a single tile. The generator's cache held only the last coordinate, so
every boundary crossing rebuilt the resolved parameters, the whole 22-operator
stack and the tunnel-core cache. On one representative tile: 3,675 refetches,
38.0s. The entire operator stack was 18.5s of a 4,272s total -- 0.43%.

Replaced with a 128-slot direct-mapped thread_local cache keyed on owner, chunk,
layout version, params fingerprint and generator type. Collisions force a safe
rebuild, never a stale read. No shared mutable state, no order-dependent
reduction.

  TunnelNetwork  344.5s / 164.267 us/vox  ->  18.4s / 8.763 us/vox   (18.7x)
  Maze             7.4s /   3.535 us/vox  ->   1.08s / 0.513 us/vox  ( 6.9x)
  same tile        38.0s                  ->   0.51s ; refetches 3675 -> 27

Output is BYTE-IDENTICAL, before vs after and across repeats, both archetypes:
TunnelNetwork 50d6b4d0..f23126, Maze 364f7489..2fbe99. The permission to change
the field was not needed.

Also in this commit, from the two preceding tasks:

- Explorer renders from the MESH instead of raymarching. It meshes the region
  once through the canonical UVoxelMarchingCubesMesher, then CPU-rasterises via
  a BVH. A viewpoint went from ~16 minutes to 0.155s; 8 views now cost 1.25s of
  drawing. No render pixel samples the density field.
- One sampled grid and player-fit mask per run, shared by render/walk/export,
  instead of the same 368s walk computed twice.
- A wall-clock budget (25 min default, hard 30 max) that stops cleanly and
  records truncated/truncated_during/completed_modes rather than overshooting.
- ParallelFor across the measurement sampling; the suite was ~10% of a 16-thread
  machine.
- -surfaceroughness= on the commandlet, and a surface-relief metric in export
  mode (edge lengths, dihedral distribution, face-vs-smooth normal divergence)
  so "does this look like rock" is a number, not a screenshot argument.
- Smooth vertex normals in the rasteriser: FVoxelMeshData::Normals is the
  density-gradient normal the engine shades with, and the raster path was
  recomputing a face normal over it.
- ScaleDiagnosis: baked candidate indices are now derived from the current
  corpus, so a legitimate field change stops breaking the test.

NOT verified, and not claimed:
- TunnelNetworkSpineEquivalence exceeded the 30-minute cap and was stopped.
  Inconclusive, not passing. The identical hashes are strong evidence the
  op-stack/legacy equivalence holds, but the test has not confirmed it.
- CrossPlatformDigest passes but reports 2 samples within 1e-6 of the
  isosurface; FMath::Sin/Cos leaves Windows/Linux equivalence unproven.
  Pre-existing, not caused by this change.
- The cache's memory footprint (128 entries x ~16 workers) is unmeasured.

What the roughness sweep settled, for the record: SurfaceRoughness 0 -> 8 moves
cost by 0.3% (163.2 / 163.2 / 163.7 us), so roughness was never the cost. It
does reach the surface (dihedral p50 1.1 -> 2.2 -> 5.9), which kills my claim
that the density-channel operator contributed nothing. TunnelNetwork's hard
seams are present at roughness 0 (4.4% of edges past 40 deg vs Maze's 1.0%), so
they are structural -- in how primitives are unioned -- not a roughness
deficiency. More roughness makes them worse, not better.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
2026-09-08 20:31:56 +02:00
Fr0zkaandClaude Opus 5 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 413c15d. Jahni:
    "its straight up making other tunnels straightly through everything...
    they have nothing to do here." Zero references remain.
2d. ⭐ FLATTEN THE ROOM JOINS instead. Where two spherical rooms intersect
    and leave a lip above head height, the join is brought down to a
    walkable level.

⭐ 2c AND 2d ARE ONE CORRECTION. I solved "rooms do not connect" by
TUNNELLING BETWEEN THEM when the answer was MAKING THEIR FLOORS MEET. The
81-run sweep had already said so -- zero narrow-gap events, every failure a
vertical severance, renders showing "a sharp diagonal ledge descending into
black open space". A radial corridor to the origin could never have fixed
that; flattening the joins is aimed at exactly it.

2e. Descent tunnel 1.5x wider, per "1.5x bigger wouldn't be too much".
2f. Corridors WANDER. Jahni, from the renders: "its not a maze, its still a
    latice made straight paths." The spanning tree changed WHICH edges
    exist, not what an edge looks like -- every corridor was a straight
    axis-aligned capsule, every junction 90 degrees. Now hash-jittered
    chains, seam-safe like the tree.

RENDERER: 192x128 -> 512x288, and cameras are now seeded from the
player-fit set -- "a density-checked pose from the exact player-fit walk
mask". Previously they sat INSIDE ROCK looking at back-faces, which Jahni
spotted instantly and no metric could. First genuinely legible pictures of
this world.

ParallelFor landed at 6 sites in VoxelStrateMeasure before I stopped the
run; the rest of that work continues next.

⚠️ AND THE RENDERER IS ARCHITECTURALLY WRONG, per Jahni: "why, in engine,
does it take a minute to have clear view of thousands of angles, but in our
renderer it takes ages?" Because the engine MESHES ONCE and rasterises --
~32k density calls per chunk, then every angle is free. I RAYMARCH: tens of
millions of density calls PER IMAGE, nothing reused between frames. We
already have the mesher and an export mode. Next task renders from the
mesh.

Also from him: runs must stay under 30 minutes. This one hit 33 and
produced 2 images.

Build clean. Committed as a checkpoint -- the task was stopped mid-Part-3,
not finished.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
2026-09-08 14:14:29 +02:00
Fr0zkaandClaude Opus 5 bd547c35c4 feat(explore): a commandlet -- 91x faster, and the first real PICTURE
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
2026-09-07 04:07:07 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-06 23:55:47 +02:00
Fr0zkaandClaude Opus 5 e4e159f0cd test(measure): the window was NOT the problem -- my sixth hypothesis dies
I thought the fitted mouth-AABB window was cropping an origin-routed path
and producing a false NotConnected. Codex tested it three ways at step 1 on
the Maze candidate Jahni walked:

  mouth-AABB + margin      842,996 cells    NotConnected
  origin-inclusive       3,251,556 cells    NotConnected
  WHOLE STRATE          31,881,528 cells    NotConnected

115,578 fit cells, 2,903 components, largest 11,418 -- and the mouths sit
in components of 172 and FOUR cells, 274 voxels apart. The window was never
the problem. Sixth measurement hypothesis, first one that was wrong in the
other direction: this time the instrument was fine and I doubted it.

The window rule still improved: bIncludeOriginInCoverWindow now covers the
route an origin-rooted topology actually implies (Maze, VerticalShafts,
TunnelNetwork, Underwater), expansion happens BEFORE MaxCells, and an
over-cap window is REFUSED honestly instead of silently cropping back to a
mouth-only box. VerticalShafts refused at the 4M production cap and said so.

Corrected law across eight: 0/7 measured Connected, 1 unknown
(CoarseLiedBudgetExhausted), 1 refused.

⇒ FIVE CAUSES NOW ELIMINATED: size (Jahni walked it), the fit stencil
(fixed, 309 pockets -> 96), placement (mouths land on legal poses),
corridor connectivity (spanning tree, 0 disconnected cells over 64 seeds),
and the measurement window (whole-strate says the same thing).

⭐ AND THE REMAINING CAUSE IS NAMED BY ITS OWN NUMBER: the departure mouth
sits in a FOUR-CELL player-fit component. A passage tube is a bore through
rock -- sloped or vertical, no floor within the walkable angle -- so the
mouth point is not a standing position and nothing around it is either.
You arrive and there is nowhere to stand.

That is precisely COMPOSER-NOTES §6.5 / Tier 1's unbuilt item: "the passage
mouth becomes a room plus a distinctive landmark". It was never started.
The law cannot pass while a mouth opens into a bore instead of a landing.

Build clean, 32/32 successful, 0 failed, same two known warnings.
WorldRadiusVoxels=0, lateral gating, determinism, equivalence all intact.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV
2026-09-06 12:58:56 +02:00