Core ResolvedLayoutSnapshotV1 (canonical JSON, stable identity): per strate stable ID, generator,
recipe, interior bounds in metres, ceiling/bedrock bands as Core really applies them, transition
mode/width, dispatch provenance. Validator: compat mode reports today's deviations; strict mode
enforces ceiling -> content -> bedrock -> next ceiling (owner rule), two separate bands, nominal
contiguity, interpenetration only within the declared EVoxelStrateTransition width; 7 negative
controls rejected. Findings: SW built at -120..-632 m although the params say -60 m; a 60 m unowned
gap filled by analytic FI fallback; no active bedrock bands; transitions ignored by Core.
All L19 hashes unchanged (28 + 14 crossing runs). The Unreal adapter exports resolved_layout
(uncompiled here).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
FI geometry v3 drops the all-XY lower boundary seal that created false floors (3.5/8 m); the
ceiling comes from the shared VF_ApplyUpperBoundarySeal and AppendStratumBoundaryCeilings path
for every generator, at each strate's own configured upper boundary (owner: every strate has a
ceiling). Far-LOD ceiling continuity: 0 gaps at LOD4-8. SurfaceWorld bit-identical to L14
(14 configs + 24 m crossing); FI deterministic (28-row matrix); route parity and proofs pass.
Unreal: FI geometryVersion 2->3 and the shared upper-seal helper extracted (UBT compile needed on
the owner PC). Open: small ceiling holes; lower-stratum LOD ring steps seen through the FI void.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
Region pages fell back to the legacy GetDensityAt evaluator while the base shape used the Core
manifest field, so a tile's density (and sometimes mesh) depended on streaming history. Pages
are now bound to their world's base FStandaloneShapeWorld evaluator before publication; density,
lattice, detail, classification and solid queries all delegate to it. WorldAssemblyEvaluatorVersion
5 -> 6. Route-parity audit: fails on L12 (5/5); after the fix 0 mismatches over 87 tile pairs
(base/page, base/native-only, edited, two histories), 56 exact-query pairs, 2.3M page samples,
4 seeds/recipes. Page-tile proof audit: 1,274 blocks, 0 violations. The spawn and island worlds
are unchanged; crossing output changed as intended. Reviewer interleaved spawn: +1.1% (noise).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
Analytic region pages now retain the immutable shared manifest, so LOD1 page tiles get the L9
uniform-block proofs (71.7 -> 5.6 ms per tile). Reviewer W12 no-hash: 24 m crossing 0.898 ->
0.166 s; Luna: 1 km 5.89 -> 1.25 s. Spawn unchanged; all L1/FloatingIslands hashes and the 24 m
crossing hash unchanged (W1/W12).
KNOWN BUG (pre-existing, measured here): the same tile key yields different density from the base
shape (manifest field) than from a region page (legacy field), sometimes different mesh too, so
output depends on streaming history. To be fixed in L13.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
Crash: crossing tiles were coalesced into one huge rectangle, and BuildSpatialBins tried to
resize to ~4.3e17 bytes (std::bad_alloc; the L7 32 m failure had the same cause). Analytic
regions now skip unread dense bins and compile in world-aligned 128-voxel pages, published
together; out-of-range keys error before allocation. 24 m, 32 m and 1 km crossings pass
(1 km: 72 pages, peak RSS 700 MiB).
Spawn: World::isTileShapeFree proves LOD0 SurfaceWorld tiles that never read the cave shape;
those start before shape compile, and all others wait. Reviewer W12 no-hash: near ring 0.337 ->
0.159 s, whole view +2.1%. All SurfaceWorld/FloatingIslands hashes unchanged (W1/W8/W12, both
compilers, forced-overlap run). Unreal VoxelWorld.cpp adapter changed but NOT built here.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
Step-2 (LOD1) tiles of native SurfaceWorld now prove 8-cell blocks uniform from exact heightfield
column extrema over the padded block (cells + normal halo) and skip their density fill; features,
edits, mixed strata and Unknown verdicts still fill. LOD1 samples 42,875 -> 2,063 per tile.
Audit: 80,502 skipped blocks (3 seeds) + 9,216 island blocks force-filled, 0 violations. All
SurfaceWorld and FloatingIslands hashes unchanged at W1/W8/W12, Clang off and GCC default.
Reviewer interleaved W12, no hashing: whole view 1.439 -> 1.409 s. L8 phase probes removed;
--profile-lod-work and --audit-uniform-block-proofs are opt-in.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
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
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
Islands read as separate (91.89% open sky at mid-height), underside cavity closed,
rim teeth were capture shading. Island manifest import + BuildHost proof passed on the
pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed.
Known open: final XY-column cache compiled in the owner build but is unverified;
island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island
manifest only fits the BuildHost fixture layout (owner's world: Core init fails,
empty world) -> round 4 builds plans inside Unreal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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
Luna, M1 repair round: the rectangular raised block and the broken cliff shared one cause,
a type-2 solid AABB in the generated plan; it is now a tapered, terrain-following shelf, and
a negative-control audit catches the old box behaviour; seam classification check passes.
Bound audit 298 boxes / 8,046 samples, 0 misses. Evaluator and 120-tile density/mesh/payload/
topology hashes identical at W1/W8/W16. Cave regression: walkability 5,642/5,642, 64/64 tiles.
Legacy mismatch unchanged (0 biome mismatches, 18.14% signs).
Speed (matched workloads): 120-tile full detail 0.089 s native vs 0.625 s legacy; 529-tile
clipmap 3.858 s vs 11.687 s -- 2.29 s above the ~1.57 s aim; LOD8 dominates (165 unknown
tiles, 13.27 M field calls, 10.88 M column-cache misses).
My capture review: coast matches legacy closely; surface clean but a dark flat slab on the far
horizon; cliff shelf renders as a stack of thin plates with back faces showing (sub-voxel
shelf thickness suspected).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md):
- Versioned fixed-scale world manifest (the shipped plan format) and the Core block
contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels.
- Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound
is detected (negative control).
- Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at
W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density
error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries
match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles).
- Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty;
top-down height maps are the only usable pair).
Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route
law for automatic changes only) and three plugin files + BuildHost scripts that earlier round
commits had missed (also fixed on unreal/core-integration as 2574b56).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, round 5 goal 1 only (stopped by owner decision before the SurfaceWorld port):
- Worm and Cascading passages now pass walkability; the wide floor stays clipped while the
narrow route core stays open.
- Hidden third failure found and fixed: long VerticalShafts diagonal legs were dropped from
Core's spatial bins by a 100,000-bin safety cutoff (invisible to density queries);
conservative bins restore them (18,570/18,570).
- All 15 saved probes pass a walkability-only gate; build-time walkability gate added.
NOT re-verified before the stop: W1/W8/W16 hashes, BuildHost UBT/actor run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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
Luna: near skirts were CPU-only by implementation gap, not correctness. Ported with
near-resolution refinement and overflow fallback; near-probe preparation split out so
the skirt kernels no longer inline the near field (first attempt: two fxc /O3 compiles
ran 10.5 h and were stopped). Shape compile proven identical at W1/W8/W16.
-SkipCpuDetailBand retired (154/640 skirt audit failures, +174 ms planning).
Audits: hashes W1/W8/W16, walk 5,642/5,642, whole-near 960 tiles + 640 skirt faces
0 sign/topology diffs (one 0.001 cm vertex-key delta), far/thin 0 diffs, both
survivals pass with 2,074 candidates at 7.00 / 7.02 GiB (was ~6.2), ten captures pass.
My runs outside the sandbox (Step28.exe). NOTE the machine was ~25% slower than last
night for every build (step 27 CPU full machine 0.97-1.02 s at night, 1.22-1.29 s now):
0xFF00: CPU 1.337 / 1.291 / 1.295 s; GPU miss 1.337 s;
GPU cached 1.663 / 1.424 / 1.617 s (GPU tiles 1,427 / 2,072 / 1,222)
0xFFFF: CPU 1.221 / 1.231 / 1.236 s (step 27 same session 1.285 / 1.222 s)
GPU cached 1.582 / 1.550 / 1.416, 1.635 / 1.441 / 1.470 / 1.445 s
(GPU tiles vary 593-2,074; timestamps up to ~470 ms)
=> GPU route now slower than the CPU route measured alongside it. Step 27 GPU control
was not clean (both exes load the same precompiled .cso files).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna: normal completion path reads the raw vertex count before residency; an
over-cap count or failed readback falls back to CPU meshing. Max seen 18,153 of
19,456 vertices at (2,-9,-4,lod1) -- 1,303 headroom for this seed only.
Consumer map: 320 GPU near, 640 CPU near (skirted), 1,114 GPU far, 152 CPU far.
Exceptions are exported separately from roughness. Opt-in -SkipCpuDetailBand skips
CPU roughness for GPU-owned near visuals (lazy exact reconstruction on query).
Runner gains -AffinityMask (default 0xFF00) and -NormalPriority.
My runs outside the sandbox (Step27.exe, marker removed first):
half machine (0xFF00, BelowNormal), interleaved:
CPU 1.374 / 1.285 / 1.296 s
GPU miss 1.330 s; cached 1.151 / 1.143 / 1.129 s (1,434 GPU tiles)
GPU cached + -SkipCpuDetailBand 1.316 / 1.303 / 1.307 s -- SLOWER: detail apply
331 -> 297 ms, but intervals+signs 112 -> 286 ms (the plan), shape 557 -> 692 ms
full machine (0xFFFF, Normal), interleaved:
CPU 1.004 / 1.015 / 0.974 s
GPU cached 0.931 / 0.930 / 0.925 s -- first sub-second launches
Audits (Luna): hashes w1/w8, walk 5,642/5,642, near (skip) / far 0 sign/topology
diffs vs CPU and WARP, auto + cold survival pass, ten captures pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna: shape_compile profiled (8 workers, detail band ~323 ms of ~545 ms over 9.39M
candidates; roughness dominates). Exact vertical roughness endpoint reuse in
ShapeWorldInternal.h, hashes unchanged: ~548-577 -> ~535-548 ms. Overlapping
pipeline/pool with shape or streaming made things slower, so it stays serial (pool
precompile now 4-20 ms). Export starts before the first CPU frame. Marker-miss stall
reproduced and gated differently; the forced-cold survival audit now hits
DXGI 0x887A0005 (device removed) on a timestamp query and is NOT passing. Auto
survival passes (6.16 GB). The vertex count at InitialClipmapReady counts CPU
batches only (GPU-resident tiles excluded) -- confirmed counting, not missing geometry.
My runs outside the sandbox (Step25.exe, marker removed first, interleaved, -Timeline):
CPU 1.329 / 1.295 / 1.318 s
GPU cached 1.152 / 1.170 / 1.137 s, all 1,434 GPU tiles (timestamps 292 / 260 / 356 ms,
max dispatch 19.0 / 15.9 / 75.2 ms)
GPU marker miss 2.015 s -- REGRESSION vs step 24's 1.336 s. CPU had all 2,226 tiles by
~1.3 s, but near_all_tiles_ready waited for the post-view shader warmup
(queue 1,025 ms, finished 1,955 ms; handoff cpu_started=1434 takeover=0).
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, ten captures 2+2 edge pixels as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
ApplyDetailBand claims eight adjacent columns per batch, keeping each column's scalar
order: shape stage ~586 -> ~566 ms in Luna's profile. Hashes w1/w8 identical.
My runs outside the sandbox (Step20.exe, marker removed first, interleaved):
CPU 1.319 / 1.287 / 1.288 s
GPU 1.320 (marker miss, 0 GPU tiles) / 1.244 / 1.215 / 1.219 s (match, ~1,400 GPU)
Shape compile 549-570 ms in both modes. The 669-821 ms gap in cached runs is still
there: export starts only after [ChunkCrossingWork] reports the ~840 CPU tiles
(LOD0-2) finished, so GPU export waits behind CPU meshing on the shared workers.
Slowest GPU tile 1.7 / 18.4 / 27.3 ms in runs b/c/d.
Audits: hashes, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and WARP,
thin 353, survival 6.14 GB, ten captures as step 18. Far vertex-distance diagnostic:
247 bound failures (max 64.56 cm), unchanged since step 16.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Near LOD0/1 (detail band, relief, root refinement, normals) now evaluated and
meshed on the GPU. 960 near tiles: zero sign/topology differences vs CPU and
WARP, vertex max 0.0049 mm (was 15 cm); far survival audit passes; CPU hashes
44/44 unchanged. Far connector-panel outlier (64.56 cm, LOD8) remains a
tessellation difference, and remote captures show missing far geometry on GPU.
Cold readiness (viewer clock, my interleaved runs): CPU 2.51/2.49/2.40 s,
GPU 5.05/2.68/2.80 s. The ~2.1 s Present stall hit only the first GPU launch.
Viewer spends ~1.13 s before shape compile starts (startup checks), which is
the gap between the 0.95 s benchmark and ~2.4 s on-screen.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Whole far field on the RX 7900 XTX: 112 ms total (connector rings 61 ms). Cold hybrid 2.303 s vs
all-CPU 2.314 s (within noise): the far field is no longer on the wall-clock critical path.
0 sign/topology differences vs CPU and WARP incl. 127,401 protected and 353 thin-feature cells;
repeat GPU runs identical; far survival passes on GPU meshes; CPU hashes unchanged.
Open: CPU/GPU vertex distance mean 1.15 mm but max 64.56 cm, 247 tiles over the quantisation bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Up to 32 tiles per deferred command list, one polled event per batch, no per-tile waits; CPU
upload/enqueue 723 -> 46 ms. GPU far meshes pass far survival (7,200 strata boundaries, 10,976
connectors, 0 missing/holes). But hybrid cold 4.36 s vs CPU 2.29 s: whole-tile GPU timestamps sum to
646 ms (0.58 ms/tile; step 3's 0.03 ms covered part of the work only), divergent per-thread shape
loops; CPU far-input export 1.6 worker-s. CPU 44/44 hashes unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
1,114 of 1,266 far tiles meshed on the GPU; vs CPU and vs WARP: 0 sign/topology differences,
including the protected/thin exception audit; max symmetric vertex distance 0.125 cm; repeat RX runs
identical; GPU field+mesh 0.029 ms/tile average. Strata survival 7,200/7,200, but connector survival
fails (GPU lacks the connector repair panels). Hybrid cold clipmap 5.74 s vs CPU 2.23 s: dispatch and
readback overhead, not compute (~33 ms of GPU work in total).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Seven LOD2-8 tiles: RX 7900 XTX field+meshing 0.335 ms vs CPU generateTile 15.81 ms; repeat runs
bit-identical; CPU W1/W8 44/44 hashes unchanged. Not yet a real gain: rock/air signs still come from
CPU masks for every sample. Viewer does not draw GPU tiles yet; no whole-view timing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Relief per wavelength band compared with the owner field; the 4-8 and 8-16 voxel bands were lost.
Restored within the partition-of-unity blend; max detail gradient 0.545 (limit 0.55).
- New owner-band gate: fails all six views on de14f00, passes all six now.
- W1/W8 44/44; path hash both directions; routes 5642/5642; stair-distance, ring, thin-sheet,
coarse-panel, far-survival audits pass; bad-shell control fails.
- Cold 1.127 s vs 1.108 s (within spread); nearest-tile readiness 12.20 vs 12.16 ms.
Caveats: the 143-ray GridStair normal audit is at 62.2% vs its 60% limit (was 76.9%); in the tunnel
capture the floor shows a regular dimple pattern, and the passage shaft close-up is still smooth.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Stairs: cave, floor, strata and passage relief were effectively summed in overlaps (owner ray
~0.94 voxel of displacement); now partition-of-unity weights: -0.288 voxel there, max detail
gradient 0.323 voxel/voxel. High-detail patch scan 133 -> 0; exact midpoint edge roots kept
(removing them: 7,993 bad roots, 46 patches).
- Fins: exposed skirt triangle scan 1,776 -> 0; thin sheets 0; coarse off-surface panels 0.
- Path hash both directions equal; W1/W8 equal; routes 5642/5642; passage detail ratio 0.850;
far survival passes, bad-shell fails; 30-crossing flight: nearest tile 15.1 ms median, 124 ms max.
Caveats seen in the captures: the owner-ray wall has visibly less relief than before; the fin
before/after captures do not show the fins (evidence is the scan only). Cold StreamFullClipmap
0.758 s vs 0.741 s (+17 ms, Luna's interleaved run). Owner to judge: bin\VoxelForgeLookCheck4.exe.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Not verified as a whole. In the tree when Luna's session ended ("model at capacity"):
- fins: LOD seam skirts could hang into tunnel air; skirt triangles are now clipped against the solid
half-space and carry a per-face mask so a host can hide skirts between same-LOD neighbours.
- choppy LOD0 stairs: marching cubes' linear edge interpolation misplaced vertices where the relief
bends within one cell; edge crossings corrected with the exact field (82 patches, midpoint-edge
errors 18,818 -> 3,288); normal halo now ignores the +-4.125 fallback samples.
- an explicit unclamped Core distance query for audits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Core compiles exact-tile analytic slabs for entering tiles; a Z-column sampler reuses the coherent
noise context along each tile column; the viewer keeps residents and prioritises nearby tiles.
- 30-crossing straight flight: nearest tile ready 15.8 ms median / 27.6 ms max; full crossing wall
121 ms peak; worker CPU per crossing 545 ms median, 834 ms max.
- W1/W8 hashes equal; routes 5642/5642; look, passage, stair, thin-sheet, coarse-panel and far
audits pass; bad-shell control fails; path-hash audit kept.
Cold whole view, measured by me interleaved (busy machine): 1.242 s vs 1.255 s for 3b37d57, parity.
Still open from the owner (LOD0): fins along a strata seam, choppy stair facets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
From the owner's fly-through ("very impressive, in some cases slightly better than the original"):
- Streaming: Core compiles world-aligned fine-detail pages for tiles entering the view and releases
them when they leave; the viewer keeps resident tiles. One chunk crossing: 144 new tiles, 1,822
kept (was a full rebuild). A tile built as a late page hashes identically (density, mesh, payload,
topology) to the same tile from an initial build.
- LOD>=1 fins: off-surface planar connector panels are now checked against the source surface and
projected onto it; coarse audit 0 off-surface panels; far survival passes, bad-shell still fails.
- LOD0 stair patches: 2,630 sign-changing edges had one endpoint at the fixed +-4.125 fallback
(carve surfaces were excluded from distance storage); distances now completed analytically, 462
packed signs corrected; the audit now fails on any sign edge missing either endpoint (0 of 952,997).
- W1/W8 hashes equal; routes 5642/5642; look, passage and far audits pass.
Verified by me, interleaved (8 workers, cold): 1.014 s vs 1.008 s for aeeedaa, no regression.
Open: a chunk crossing still costs ~1.2 s of page compilation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Standalone/Core: public header VoxelForgeCore.h (no Unreal types), static library target,
ResolvedWorldSnapshot (from the schema-v1 JSON), World (compile, generateTile, density/sign,
point/segment solid, classifyBox), host-supplied JobScheduler (the core starts no threads),
sequenced, idempotent EditTransaction returning affected tiles per LOD.
- The viewer, benchmarks, edits and audits run on Core; StreamingWorld stays host code.
- Same as round 11: 11 hash rows at W1 and W8, routes 5642/5642, look/passage/far audits pass,
bad-shell control fails, six fixed captures byte-identical; cold W8 1.025 s vs 1.041 s reference.
- SHARED_CPP_LIBRARY_PLAN.md rewritten for a UBT module compiling the same sources via shims.
Open issue before Unreal: Core's implementation still compiles the Compat stand-ins named like
Unreal types (TArray, FVector...); inside a UE binary that is an ODR clash. Must be namespaced.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ