Commit Graph
62 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5 7b982ad5ae feat(opstack): every op declares its channels -- ordering becomes derivable
The composer must assemble stacks nobody wrote by hand. Today the legal
order of operators lives in a human's head and in the hand-written
builders. COMPOSER-NOTES §3.2: an op's legal position is fixed by which
channel it READS and which it WRITES, so dependencies form a DAG and any
topological sort of that DAG is a legal stack.

EVoxelOpChannel names the two fields FVoxelOpSample actually carries
(Density, Sdf) -- read from the struct, not assumed. All 29 concrete
density ops declare reads, writes and additive/transformative, filled in
by reading each Eval rather than trusting its name. The declarations are
PURE VIRTUAL so a new op cannot silently omit them; the composer's safety
depends on every op answering.

A declaration nobody checks is a comment, so ValidateChannelOrder exists
and VoxelForge.OpStack.ChannelDAG runs all eight shipping stacks through
it. All pass: TunnelNetwork/Underwater 20 ops, Maze 8, VerticalShafts 9,
FloatingIslands 8, FlatPlain/CrystalChamber 6, SurfaceWorld 6.

Metadata is snapshotted in FVoxelOpStack::Add, so no declaration virtual
is ever called per voxel -- ARCHITECTURE §8.10 respected.

⚠️ THE FUSE WAS DELIBERATELY NOT APPLIED, and the reason is the finding I
asked for instead. §3.2 assumed FFloorBiasMod sits next to
FCaveRoughnessMod. It does not: TEN ops separate them (Terrace, LayerLine,
Ribbing, Overhang, Cliff, Scallop, Arch, RoomColumn, Dome, Pinch), and all
ten read and write Density. Moving FloorBias would reorder the live
density accumulation, and IEEE-754 addition is not bitwise commutative --
so the note's claim that fusing "leaves the field bit-identical" is false
as written.

That leaves a real open question for the composer, recorded not resolved:
channel rules alone say any Density->Density order is legal, but they
cannot express "this op CORRECTS that one". Either the fuse proceeds and
accepts a changed field (legitimate -- peer determinism never required
bit-identity across builds), or corrective intent needs its own
declaration. Settling it needs FFloorBiasMod's actual math read, which is
the next question I put to Codex.

Build clean, 22 succeeded / 0 failed, verified in VoxelM.log.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
2026-09-04 04:30:45 +02:00
Fr0zkaandClaude Opus 5 4f11ce81a4 fix(shafts): the primordial law holds -- 0 trusted negatives across 16 seeds
Closes the VerticalShafts bug. Two remaining failures were investigated
and neither was a broken world.

PART A -- my measurement window was binding, not the world.
The window was a square centred on (0,0) with a radius, while mouths sit
up to ~200 voxels out in arbitrary directions, so a box holding both was
mostly empty space paid for at full price. Seed 6 at step 1 needed
16,515,072 cells and blew the cap; fitted to the two mouths it needs
6,553,344 and measures fine.

  seed  6  step 2  NOT_CONNECTED -> CONNECTED at doubled margin
  seed  6  step 1  NOT_CONNECTED -> CONNECTED at doubled margin
  seed 14  step 2  CONNECTED
  seed 14  step 1  CONNECTED

A fitted box can cut off a route that detours outside it, so every
negative is re-run at doubled margin. 5 of 16 were binding negatives and
all 5 flipped. TRUSTED NEGATIVES: 0. There is no evidence of a single
unescapable strate in 16 seeds.

PART B -- the drainage tree has no orphans, and a third cause existed.
  0 / 10,372 unreachable shaft paths (0% orphan rate)
  16 strict local minima, all caught by the direct-spine fallback
  neighbour fallback fired 0 times; emergency fallback 0
  91.8% of non-largest components are smaller than one shaft volume --
    they are roughness bubbles, not geometry

So a mouth could land in a noise bubble that is open but unreachable --
worse than useless, exactly the trap the law forbids.
VF_SuggestLandingPoint now returns the selected shaft AXIS, which is on
the drainage tree by construction.

⚠️ Codex found a third cause neither of us listed: tree capsules could
cross ledge bands, so a guaranteed connector could be blocked by a ledge.
Connector Z is now drawn from a deterministic ledge-free interval,
mirrored in the op stack.

⚠️ And an 8th error in my spec: "connect to any neighbour shaft" as a
fallback can create CYCLES -- a loop of shafts that drains nowhere and is
disconnected from the spine. The fallback must preserve strictly
decreasing origin-distance. Implemented that way.

  per-archetype law 6/6 · box-verdict violations 0 · stack equivalence
  bit-identical over 20,000 samples · sweep 45.3 -> 20.4 s
  cache 7.970 us rebuild, 0.073 us hot call (225-cell rolls on rebuild only)

Build clean, 21 succeeded / 0 failed, verified by me in VoxelM.log.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
2026-09-04 03:57:30 +02:00
Fr0zkaandClaude Opus 5 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
2026-09-04 01:17:12 +02:00
Fr0zkaandClaude Opus 5 7a20eeed0d feat(shafts): a drainage tree -- the field goes from 22% to 97% connected
The plateau was the tell. Roughness changed the component COUNT (it
manufactures noise pockets) but the giant component sat at ~0.22 in every
variant, and widening connectors past the proven roughness bound barely
moved it. That is a random graph below its percolation threshold: 0.6
sites, 0.35 bonds, and a 1.6-cell pair cutoff that drops many neighbour
pairs once jitter spreads them 1.7 (orthogonal) to 2.4 (diagonal) cells
apart.

So the lever was topology. Every shaft now emits a deterministic connector
to the nearest shaft STRICTLY closer to the origin, so chains drain inward
and terminate at the spine. The probabilistic connectors stay as texture
and loops -- the tree guarantees you can get out, the noise keeps it from
reading as a diagram.

Deliberately NOT tuned: raising CrossConnectChance/ShaftDensity/the cutoff
toward the percolation threshold buys a world connected at one seed and
shattered at the next, which is exactly the 1-in-16 behaviour we had. A
phase transition is not a knob.

  seed 1337   components 30 -> 17,  largest share .220 -> .975
  16 seeds    spine is the largest component in 16/16 (was 8/16)
              largest share .58 - .9999

Seam safety, because a parent computed from a 3x3 window would differ
between chunks and the connector would exist in one and not the other:
collect over 7x7, emit only for the inner 3x3, whose 5x5 candidate windows
are then fully contained. 154 seam probes per path, 0 mismatches.

Box verdicts re-checked against the new air: 27 proved, 33 mixed,
0 violations. Stack mirror bit-identical over 20,000 samples.
Perf: 1.634 us forced rebuild, 0.100 us hot call -- the 49 rolls happen
only on cache rebuild, never per voxel.

⚠️ ACCEPTANCE STILL FAILS: arrival->departure 4/16 (was 1/16). Reported,
not tuned. With 97% of the air in one component, two mouths that both land
IN the field would essentially always connect -- so the remaining failure
is placement, not topology. Next.

Build clean, 20 succeeded / 0 warnings / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM
2026-08-30 17:26:20 +02:00
Fr0zkaandClaude Opus 5 58e61cdefa feat(shafts): the spine joins its neighbours -- necessary, not sufficient
Jahni chose: make the (0,0) column join the shafts it passes, so
VerticalShafts behaves like the other seven archetypes. Built, and it
works as far as it goes -- the spine is now the LARGEST air component in
13 of 16 seeds (share up to 0.81, was 0.096 and never largest).

⚠️ IT DOES NOT MEET THE ACCEPTANCE CRITERION. arrival->departure is still
1/16. Reported as a failure rather than dressed up, because the criterion
was the measured law, not "the code was written". The test now prints
ACCEPTANCE arrival->departure: FAIL (1/16 seeds pass) so it cannot be
quietly forgotten.

Why it is insufficient, and it is structural: the spine only joins its own
3x3 cell neighbourhood, while passage mouths land 60-200 voxels from
(0,0). The departure network is unreachable from the spine in all 16
seeds. Joining the hub to its neighbours does not help if the rest of the
graph never reaches the hub.

Part A diagnosis (seed 1337, margin 0, step 2, radius 192):
  baseline              30 components, largest .220
  roughness 0           17 components, largest .226
  connector radius 8    29 components, largest .229

H1 is real but partial: roughness fragments the space (13 of the 30
components are noise pockets), yet widening connectors past the proven
roughness bound barely moves it. So roughness is NOT what severs the
network -- the largest component sits at ~0.22 in every variant, which is
the signature of a graph below its percolation threshold. The lever is
topology, not radius. H2 (the hardcoded 1.6 pair cutoff) went untested.

Implementation notes: the spine is added ONLY as a connector endpoint, not
as a carving shaft -- VF_ApplyOriginSpine remains sole owner -- and is
excluded from ledge placement. Spine connectors use radius 6.625, above
the proven roughness supremum of 5.625 (sup|FBM| = 1.5, not 1.0).
SpineRadius is threaded through BuildVerticalShaftStack, not hardcoded.

Op-stack mirror bit-identical over 20,000 samples, 0 box-verdict
violations. LayoutOrderIndependence green.

Build clean, 19 succeeded / 0 warnings / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Bp7FxoQcSoiuhxjuLr6aBM
2026-08-30 16:52:57 +02:00
Fr0zkaandClaude Opus 5 8cd5face9b fix(strate): aim at the room's centre, not beside it
Commit 1ab8c0c reported Tier 1 working on the strength of a green suite and a
fixture reading 48/48. A million-seed sweep then showed the room query put the
landing point outside the selected room 92.795% of the time. Seven sampled
passages cannot see a systemic defect; the 48/48 was luck.

The cause was my instruction. I specced MaxLateralSnap = 0 for rooms and slabs
to "preserve existing placement", so the query found the nearest room and then
returned the CALLER's XY with that room's Z -- it located a room and aimed
beside it. Precisely the defect I had identified for Maze, VerticalShafts and
FloatingIslands, then exempted rooms from.

The function already computed the room's XY and threw it away. It now returns
it. A room's centre is inside its own room by construction, so this needs no
SDF evaluation and no warp handling -- and the centre also holds the largest
margin against the production warp, which displaces the field about 1.5 voxels:
decisive at a room's edge, irrelevant at its centre. Simpler and more robust
than the warped-SDF inside-proof I had been asking for.

Caves get a real RoomSpacing budget, because a room is an XY-sparse target just
like a maze corridor. Slabs correctly keep zero: their void band is
XY-continuous, so the requested XY is already inside it.

Room/slab rings go 38/48 to 32/32. But TunnelNetwork and Underwater now decline
entirely at the fixture seed -- with RoomDensity below 1 the nearest room is
often past one spacing, so they fall back to random reach. Honest, not landing.
Roughly 2x spacing would restore them at the cost of passages drifting from the
(0,0) spine, which is what makes them findable. Left untuned deliberately;
raising a number until coverage looks better is the move I twice told Codex not
to make.

One guard softened: the test asserted all four room/slab archetypes must answer
within seven sampled passages. That asserts a property of the sample, not the
code, and it failed on this fix, since a supported query is allowed to decline
on budget. Now reported rather than asserted. Vacuity, per-mouth ring and
footing checks, endpoint matching and the SurfaceWorld refusal all remain hard
failures.

Built clean; 17 succeeded, 0 warnings, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
2026-08-30 00:52:22 +02:00
Fr0zkaandClaude Opus 5 1ab8c0cae4 feat(strate): passages aim at open space -- for half the archetypes, measurably
Tier 1. GeneratePassages placed every passage at a random angle, distance and
reach, never consulting the destination strate. The carved tube is air by
construction, so nothing looked wrong -- but whether the lower mouth joined the
destination's connected cave space was luck. A player could descend and arrive
in a sealed pocket. The primordial law was a hope.

VF_SuggestOpenPointZ is a pure free function of (archetype, params, seed, XY):
no operator stack, no StrateManager, no cache. That is deliberate. This runs
inside Initialize, where the layout is half-built and LayoutVersion is in
flight, so anything holding a manager pointer there is a re-entrancy trap.

Coverage is four archetypes of eight, and the number is the deliverable:
7 passages, 3 aimed at generator-confirmed open space with 48/48 ring samples
air, 4 falling back. The hole is not closed. It is measured, where this morning
it was invisible.

Two corrections from Codex, both mine and both would have shipped confident
nonsense: room placement is seeded by MakeStrateSeed, not the passage salt, so
my version would have queried a cave graph that does not exist; and slabs need
the world seed because that is what GetSlabDensity uses.

And one of mine caught in review: the first test sampled GetDensityAt at the
mouth and asserted air, which is true by construction because the passage carve
is a structural-post invariant. It could not fail. Replaced with a 16-point
ring outside the carve radius requiring 8/16 air -- a proxy for connectivity,
not a proof. The proof is a flood fill, which is Tier 2.

Logging: my first spec asked for a per-passage warning on fallback. It fired
572 times and turned 14 clean tests yellow, which is precisely the anti-pattern
OPSTACK-HANDOFF.md warns about -- a warning that always means "this is fine"
teaches people to ignore warnings. Now one sorted Log line per layout build.

Built clean, suite green: 17 succeeded, 0 with warnings, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
2026-08-29 17:45:05 +02:00
Fr0zkaandClaude Opus 5 10a8bbc677 feat(strate): the layout is a set, not a sequence -- and the suite is green
Tier 0. Reordering Settings->StratePool in the editor used to change every
world in the game, because Initialize Fisher-Yates shuffled the array in
editor order. The pool is now sorted by stable soft-asset path before the
shuffle, so the layout is a pure function of (seed, pool contents as a SET).
The selection algorithm itself is untouched -- same Fisher-Yates, same cycling,
same FixedStrates handling, same Z ranges. Sorting by pointer would have looked
right and been load-order dependent, which is the trap here.

GeneratePassages walked one sequential FRandomStream across every strate, so
changing an early connection count shifted every later passage. Each draw is
now a salted VoxelHash of (seed, boundary index, connection index), with the
distributions preserved exactly -- ToFloat01 returns [0,1), so Lerp(Min,Max,t)
reproduces FRandRange precisely.

Codex implemented it and caught a real flaw in my spec: I asked for a test that
permutes the pool and asserts the passages match, but once the layout is
order-independent that test cannot fail whether or not the passage fix works --
the layout comes out identical, so even the old sequential stream would agree.
It added the perturbation that actually bites: change an early connection count
and verify every later boundary keeps its own values. It also contradicted me
on passage type being randomly drawn. It isn't, and it preserved that.

Built VoxelMEditor clean, then ran the suite headless: 16 succeeded, 0 failed,
0 not run. That also closes the thread OPSTACK-HANDOFF.md left open -- 4d33321
and 91585ea were built but never re-verified, and both acceptance conditions
are now met: violations 0 everywhere (12 of 40 TunnelNetwork tiles proved over
15972 brute-forced voxels), all equivalences green. No revert needed.

Expected: every seed now lays out differently than before. Accepted,
pre-content-lock.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
2026-08-29 16:30:47 +02:00
Fr0zka f90c4e56c3 fix(generator): key CP cache by world owner
Function-static thread_local CP state previously trusted only chunk coordinates and each manager's locally-reused layout version, allowing a worker to carry params, biome context, CP_UseOpStack, and the built stack into another world. Allocate each generator a monotonic owner ID and add one uint64 comparison to the hot key. This intentionally fixes only the proved CP_* path; other TLS caches remain outside this change.
2026-08-17 00:41:51 +02:00
Fr0zkaandClaude Opus 5 96e75abe57 feat: port FloatingIslands — the stack that runs backwards
6 of 8 archetypes ported. This one starts from VOID and FILLS where the
other four start from ROCK and CARVE, which is what it was worth doing:
neither end of the pile needed a new operator, only the opposite sign.

  FConstantRockSource -> FConstantFieldSource(+/-Base)   AllSolid <-> AllAir
  FSdfCarveOp         -> FSdfConvertOp(Sign = +/-1)      carve    <-> fill
  FSdfRoughnessMod                                       4th archetype, unchanged

Only the island blob source is new. Multiplying by +/-1 is exact in
IEEE-754, so the three already-green ports are bit-for-bit untouched.

ClassifyBox can return AllAir for the first time in the plugin, and an
island strate is by construction mostly empty — the test counts AllSolid
and AllAir separately so an aggregate cannot hide whether that fired.

Two bounds that would have been holes if assumed rather than derived:
the island bound is one-sided (a hairline thread of matter hangs below
each island down its axis, so only the TOP may reject), and the domain
warp displaces X and Y independently, so the pad needs WarpAmp*sqrt(2).

Also: AUDIT C1 was NOT closed. The 2026-07-27 sweep matched `SeedF * K`
and this archetype's warp spells it `(float)S * K`, so one site survived
— at seed 2e9 the warp flattens and every island snaps back to a perfect
circle. Fixed in both paths in one pass so the equivalence test stays a
valid oracle. Expect island silhouettes to change at large seeds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 17:50:36 +02:00
Fr0zkaandClaude Opus 5 831ee2fbf7 docs: Q3 tick the stale PENDING BUILD markers + CODEMAP rows for the new symbols
Q3: fable-idea F20 phases 1/2 and F18, REVIEW_FINDINGS perf pass 2 and batch 3,
and ARCHITECTURE's biome full-param redesign were all still carrying
"CODE-COMPLETE, PENDING BUILD" markers dated 07-04/-06/-08. Jahni confirmed on
2026-07-26 that everything is built and working (AUDIT-2026-07.md §0), so the
documents were misreporting project state. Ticked with the date they were
ticked, not just the date they were built.

Deliberately NOT ticked: ARCHITECTURE's F6 master material graph. Its C++ half
is built, but the material graph itself is editor-side work that is genuinely
still open, and ticking it would recreate the problem this queue item fixes.

CODEMAP discipline for this batch: new §3.2b (the VoxelDensityOp contract), new
§3.12 (Private/Tests), the EVoxelTileClass move into §3.2, and
FChunkBiomeCache::Invalidate under the biome types row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 02:06:32 +02:00
Fr0zkaandClaude Opus 5 3128852d4e chore: track the design docs in git (.gitignore !*.md)
AUDIT P1: every markdown design doc except CODEMAP.md was untracked, so
ARCHITECTURE / AUDIT / OPSTACK-PLAN / fable-idea / REVIEW_FINDINGS lived
only on disk. Replaces the single !CODEMAP.md exception with !*.md.

Also makes OPSTACK-PROGRESS.md commits actually record something, which
the unattended crash-safety discipline depends on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:39:21 +02:00