Owner re-saved strates 2026-10-26: DA_Strate1 SurfaceWorld, 2 FloatingIslands,
3 TunnelNetwork, 4 VerticalShafts (default params). BuildHost copies and the
enforced SHA-256 tables updated (old U1 set kept in the report); the export
commandlet handles the four-strate plan; Standalone/data/owner_world.json
regenerated (SHA-256 F42F96AD...). One normal BuildHost gate passed (64/64
tiles) but its top-strate window produced 0 triangles, and a missing
NewDataAsset reference warns -- both to check. No measurements this round.
Report: Standalone/Research/WorldAssemblerM3/Unreal2.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Core plans inter-strate passages from each upper strate's FStratePassageConfig for every
generator: Straight / Worm (the new natural default: meander, variable radius, rough walls) /
Spiral / Cascading. A naturalness audit (no >8 m flat runs, >=0.20 m wall relief) fails on L23's
smooth tube. FloatingIslands selects Spiral, with a deterministic unique anchor island (ordinal 2)
joined to the bedrock floor by a rock root. The SW arrival no longer stamps flat shelves.
Capsule audits 0 blocked / 0 unsupported / 0 grade failures, all styles. Full-view hashes
deterministic W1/W8/W12, Clang = GCC (reviewer re-run). Evaluator 10, FI geometry 5.
KNOWN: the FI helix renders as a spiral ribbon in open air around the pillar instead of a tunnel
enclosed in rock; fix next round. Unreal edits uncompiled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
- FarSurvivalAudit: checks every stratum top/bottom boundary (4x4 columns per far tile) and every
in-view far connector (sections <=128 voxels, 4 radial rays) against the emitted mesh. Falsified:
removing one tile's shell triangles -> 16 missing, 16 holes, exit 14. Passes at LOD6/7/8.
- Far connectors follow source radial crossings; strata patches emitted at LOD7/8. Default LOD8.
- Viewer: separate near ShapeWorld for the 27 player tiles, full world built on its own thread;
27/27 tiles hash-identical to the direct build. W1/W8 60 hash fields equal; routes 5642/5642.
Cost, measured by me head to head (8 workers, cold, BelowNormal 0xFF00): LOD8 without the shells
1.17-1.25 s, LOD8 with the shells 1.80 s; payload 92.6 -> 276.7 MiB. The shells are far too
expensive, and the pipelined benchmark whole view is 2.92 s (shape compiled twice): both to fix.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Cause found by profiling: room/SDF graph-cache churn (exact XY bounds + sample order rebuilt it
constantly). Region grouping (one LOD3 tile: 1,084 -> 229 builds), taller-tile traversal for LOD6
(36,480 -> 12,160), extent-dependent cache slots, lambdas instead of recursive std::function.
Serial ms/tile, 64 nearest tiles per level (before -> after):
L0 50.4 -> 50.6, L1 112 -> 110, L2 24 -> 22, L3 223 -> 73, L4 269 -> 134, L5 393 -> 127, L6 283 -> 145.
Hashes of all levels unchanged; parity 3,436/3,436 bit-identical.
Full clipmap, 16 workers BelowNormal: full detail 66.6 s, all 12,054 tiles 175 s. In-stream L0 tail is
high (median 83 ms, mean 198 ms, p95 669 ms) vs 51 ms serial.
Streaming: recentre keeps the intersection, generates only missing tiles nearest/finest first;
one crossing = exactly 441 new tiles in 6.1 s, no stale results.
Lighting: normals already come from the density gradient; the striping was the squared headlamp;
broad linear fill + warmer palette. Daytime CPU rule documented in Standalone/README.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Hashed TMap/TSet and real TInlineAllocator storage did not move level 0 (72.1 -> 74.1 s, within
noise): the slowness is elsewhere. StreamingWorld.h started (first build hit an int64/uint64
mismatch), library plan drafted (SHARED_CPP_LIBRARY_PLAN.md), before-normal captures saved.
Uncompiled/unmeasured parts: streaming. Resume by forking session 01a0fd2e-3c3b-7050-b4e9-628fdcc4d553.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Standalone/ (C++20, MSVC /O2 /arch:AVX2 /fp:precise, Build.ps1): copied density pipeline, op stack,
cave morphology, passages, strate manager/composer, noise, DetSinCos, mesher, clipmap selection,
with a UE compatibility layer (Compat/). Owner data exported once to Standalone/data/owner_world.json
by a default-off explore-commandlet exporter (the only plugin-source change). 25 cm voxels.
Parity: seed 0, 3,436 samples (strate edges, negative/far coords, rooms, tunnels, passages,
landings): bit-identical. Viewer: full 7-level clipmap, per-level toggles 1-7, T = round winding
tunnels (standalone option), N/P seed, F wireframe.
Timing NOT yet a baseline: 515 s for 12,054 tiles (L0 70 s, L6 296 s); the compat TMap/TSet are
vector-backed with linear lookup, which the plugin's caches do not expect.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ