Commit Graph
71 Commits
Author SHA1 Message Date
Fr0zkaandClaude Opus 5.5 b7a47bef95 wip(assembler): round L33 -- SurfaceWorld can be an upper strate; FloorProfileBlend measures seams
Route planning for an upper SurfaceWorld failed on long candidate chords over steep relief; chords
are now capped to the arrival/departure radii on an 8 m centre grid with an origin-proximity cost
(21.5 m walk, about 4 deg). The departure passage starts at the SW ground and tunnels down through rock.
FI -> SW -> TN fixture: all 4 styles pass every passage audit on both compilers. FloorProfileBlend
now checks endpoint height/tangent seams (step and tangent-step negative controls detected). Owner
world hashes unchanged; 30/30 determinism; cost within noise.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 22:30:36 +02:00
Fr0zkaandClaude Opus 5.5 63c7e563d0 wip(assembler): round L29 -- strate transitions honoured at the bedrock/ceiling interface
EVoxelStrateTransition from the upper strate shapes the bedrock(N)/ceiling(N+1) interface in the
shared composition layer: Hard flat; Gradient = smooth 2D hash surface (16 m owner width, about 4 m
measured undulation); Interleaved = 3D domain-warped fingered overlap within the width. Each band
keeps >= 2 Core voxels solid; faces return to the seam near passage mouths. Interface audit over
512 m: 0 hole columns for all modes; wider-than-declared and too-thin controls rejected. All passage,
route, proof and validator audits pass; deterministic Clang = GCC. Evaluator 15. Cost +4% SW,
+1.3% FI vs L28. Open: ring-like artifact on the FI floor capture; transition look unverified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 09:16:12 +02:00
Fr0zkaandClaude Opus 5.5 f23ab7b9fa wip(L28): passage columns/routes culled per tile (BVH); cost back near L24, bit-identical to L27
GenerateMesh scopes passage queries to the tile's sample bounds with a feature AABB BVH plus
per-passage segment BVHs; L9 proof boxes use a passage-bound BVH. Whole view vs L24: FI ~0%, SW
+3.7% (reviewer interleaved). All hashes equal L27; all passage/route/proof audits pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 07:42:16 +02:00
Fr0zkaandClaude Opus 5.5 37a223046c wip(L26, side branch): every passage style walkable in both recipes (0/0/0); SW bridges look wrong
All 4 styles x both recipes pass capsule, open-air and naturalness audits, and full-view hashes are
deterministic. But the SW passage crosses 355 m of open SurfaceWorld sky as a ~2 km fragmented rock
ramp, which is not natural. L27 replaces long bridges with a shared ceiling-to-ground rock column.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 02:39:44 +02:00
Fr0zkaandClaude Opus 5.5 ef789aaa00 wip(L25, side branch): FI helix enclosed in a 13 m rock root; support never created in open air
Fixes the L24 ribbon (owner request). NOT merged: the open-air support gate leaves ~4,000 unsupported
samples on every SurfaceWorld-recipe passage style (TN -> SW), a walkability regression. L26 fixes that
on this branch. See Linux25/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-21 00:38:57 +02:00
Fr0zkaandClaude Opus 5.5 cb9236c265 wip(assembler): round L24 -- per-strate passage styles; natural Worm default; FI anchor island
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
2026-10-20 21:42:21 +02:00
Fr0zkaandClaude Opus 5.5 71d09a8c52 wip(assembler): round L23 -- inter-strate passages planned from the resolved layout and carved
After L22 the FI -> SW passage no longer connected the strates (legacy owner-voxel coordinates,
lower end 23 m above SW), and Core never carved passages through the bands. Now the director
plans passages from the resolved layout (PlanResolvedLayoutPassagesV1; deterministic hash of
seed/strates/connection; placement disk from PassageConfig, 8-24 m around (0,0)); shared
composition applies generator field -> bands -> bounded passage carve and support shelf, opening
the bands only along the tunnel. Mouths bind to the strate routes. Capsule audit: 0 blocked /
0 unsupported (325,962 samples FI, 284,319 TunnelNetwork), negative controls detected; all 8
generator kinds exercised. SW away from the passage is bit-identical. Layout V3, evaluator 9.
Open: look not yet natural (stepped tube in FI void, terraced SW arrival); SW-as-upper route
planning fails; Unreal adapter uncompiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 18:22:12 +02:00
Fr0zkaandClaude Opus 5.5 55c26a05a7 wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in
the director/adapter and standalone loader; every generator reads the resolved width (no
CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its
BoundarySealThickness in the shared composition path (diggable by default); faces come from the
shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor),
SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is
gone. The strict layout validator passes on the real world, with 0 endpoint dispatch
disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone
(reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4.
Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal
setting/manager/adapter edits uncompiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 12:03:14 +02:00
Fr0zkaandClaude Opus 5.5 8753f6dbe4 wip(assembler): round L21 -- resolved strate layout snapshot + validator (no world change)
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
2026-10-20 10:22:00 +02:00
Fr0zkaandClaude Opus 5.5 811c4b7b17 wip(assembler): round L19 -- strate ceilings closed at every LOD; ledges diagnosed
The shared boundary-cap path now emits a cap wherever the field is solid just below a strate's
configured top (it previously required a solid-to-air crossing there) and checks a 5x5 perimeter
grid before suppressing a fallback cap. Strict audit: 0 misses / 0 edge gaps, LOD0-8.
farHorizonVersion 3 -> 4. SurfaceWorld LOD0-2, full detail and exact queries unchanged; 28/28
matrix plus 14/14 crossing; route parity and proofs pass.
Ledges: the lower stratum's terrain at the FI/SW interface, seen through the FI void, sampled at
0.5/1/2 m at LOD1-3 (up to 1.5 m / 7.7 m ring steps). Fix deferred to the units/layers round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 08:46:29 +02:00
Fr0zkaandClaude Opus 5.5 dcf0763ec5 wip(assembler): round L18 -- FloatingIslands false floors removed; shared strate ceiling
FI geometry v3 drops the all-XY lower boundary seal that created false floors (3.5/8 m); the
ceiling comes from the shared VF_ApplyUpperBoundarySeal and AppendStratumBoundaryCeilings path
for every generator, at each strate's own configured upper boundary (owner: every strate has a
ceiling). Far-LOD ceiling continuity: 0 gaps at LOD4-8. SurfaceWorld bit-identical to L14
(14 configs + 24 m crossing); FI deterministic (28-row matrix); route parity and proofs pass.
Unreal: FI geometryVersion 2->3 and the shared upper-seal helper extracted (UBT compile needed on
the owner PC). Open: small ceiling holes; lower-stratum LOD ring steps seen through the FI void.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 07:55:53 +02:00
Fr0zkaandClaude Opus 5.5 976d012a86 wip(assembler): round L13 -- one density field for every route (multiplayer determinism fix)
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
2026-10-20 01:54:54 +02:00
Fr0zkaandClaude Opus 5.5 4b1108bf86 wip(assembler): round L7 -- shared column cache across workers: whole view 16-19% faster, world unchanged
SharedColumnCache.h: a world-owned, bounded 4-way second-tier cache of exact column values
(heightfield and floating islands), keyed by recipe/plan identity plus content hash, XY and island
id. Lock-free seqlock reads; set-local spin lock on misses. The FLazy thread-local tier stays
first. 83.6% of repeated column work was cross-worker; formula evaluations -60.9%.
W12 L1 view: Luna 2.165 -> 1.754 s; reviewer interleaved 2.059 -> 1.722 s. 8 m crossing new tiles
82 -> 52 ms. +66 MiB peak RSS. All hashes (whole view, per-LOD, exact queries, islands seed 0)
identical at W1/W8/W12, Clang off and GCC default. MSVC/UBT not compiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-19 21:46:15 +02:00
Fr0zkaandClaude Opus 5.5 7770074503 wip(assembler): round L4 -- lazy per-thread caches: 17.3 MiB -> 43 KiB per thread, view 7% faster
VoxelForgeCoreThreadLocal::FLazy<T> (new public header ThreadLocalStorage.h) makes every large
thread_local cache a pointer that heap-allocates on that thread's first use (still worker-private,
lock-free). Static TLS 17.33 MiB -> 43 KiB (initialised image 5.8 MiB -> 21 KiB); worker start
5.2 -> 0.12 ms; idle worker RSS 17.7 MiB -> 52 KiB. Linux workers back to 8 MiB stacks.
World unchanged (L1 hashes Clang off/GCC default, W1/W12; FloatingIslands seed 0).
Reviewer interleaved W12: 2.256 -> 2.091 s. MSVC/UBT not compiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ED33VnqepD4YY6gDAAA832
2026-10-19 19:16:14 +02:00
Fr0zkaandClaude Opus 5.5 ec2afe9c93 wip(assembler): round S14 -- 4-way column cache + memoized MC gradients (output unchanged)
Worker-local XY column cache uses deterministic 4-way sets at LOD3-8: LOD4
misses 8,224 -> 1,437, conflicts 7,407 -> 0 (direct-map control: 6.62 s /
43.5 worker-s vs 4.24 s / 21.7). Exact LOD0 lattice gradients memoized per
tile: MC-exclusive 242 -> 201 ns/sample, two-pass loop unchanged. Hashes
identical, no recipe bump. Primary cold trace 4.24 s full set, ring 0.45 s,
75/75 at 40 m/s; a repeat ran uniformly ~40% slower on every LOD (machine
contention suspected); tick p95 to re-check on an idle machine. CVars
voxel.CoreColumnCacheDirectMapped / voxel.CoreMCGradientMemoization.
Report: Standalone/Research/WorldAssemblerM3/Round18.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 17:58:54 +02:00
Fr0zkaandClaude Opus 5.5 87b0e5d8cd wip(assembler): round S13 -- tile cost counted per LOD (diagnostics only, no output change)
Exclusive per-stage tile timers and probes. Findings: LOD0 is MC-exclusive
(10.4 of 14 ms p95, 243 ns/sample); LOD4's 3x cost is column-cache misses
(8,224 vs ~1,600-1,900 at LOD3/5), cap refine secondary; per-tile feature lists
cost ~0.001 ms; cross-worker column repeats common (277k at LOD0). Global octave
drop and stride-2 interpolation probes fail the 2 cm gate. Worker cap 1 kept
(cap 0 worse 40 m/s tick tail). Report: Standalone/Research/WorldAssemblerM3/Round17.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 15:40:25 +02:00
Fr0zkaandClaude Opus 5.5 212814a75c wip(assembler): round S12 -- short ready queue keeps workers fed between ticks: full set 6.0 s -> 4.9 s
voxel.StreamingReadyQueueDepth=8 admits one extra worker-set of prioritized
tasks; voxel.StreamingBackgroundWorkerCap=1 sizes slots to the 8 TaskGraph
background workers actually running tile tasks. Full set 5.96 -> 4.91 s,
LOD0 1.40 -> 1.09 s, ring 0.49 -> 0.51 s, 40 m/s ring 75/75. Tick p95
+0.6 ms spawn / +0.26 ms walk, max flat. No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round16.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 14:29:38 +02:00
Fr0zkaandClaude Opus 5.5 dd9bfd3217 wip(assembler): round S11 -- bounded spawn apply budget: in-game full set 7.1 s -> 6.0 s
Startup apply mode on by default (12 meshes / 14 ms per frame, ends when the
initial set and walkable ring are ready, 30 s cap); normal play keeps the
authored budget. Backlog peak 252 -> 10, LOD8 apply wait 1.1 s -> 4 ms.
Ring 0.49 s, LOD0 1.40 s, 40 m/s ring 75/75. Remaining floor: frame-paced
admission (~8.3 submits/frame, 8 running workers max). No geometry change.
Report: Standalone/Research/WorldAssemblerM3/Round15.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 13:03:44 +02:00
Fr0zkaandClaude Opus 5.5 b90d63d0f7 wip(assembler): round S10 -- LOD8 horizon sampled at MC spacing: LOD8 worker time 18.8 s -> 4.3 s
Planar far horizon samples the LOD8 interior at the MC cell spacing, keeping
128-voxel boundary strips; far recipe v3. LOD8 p95 59.8 -> 13.9 ms, spawn
worker-seconds ~41 -> 26.9, full set 7.8 -> 7.1 s, ring 0.49 s, LOD0 1.43 s,
40 m/s ring 75/75. S3/S4 2 cm agreement, 100% cap coverage, W1/W8/W12 and
W1/W8/W16 determinism pass. Report: Standalone/Research/WorldAssemblerM3/Round14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 12:23:18 +02:00
Fr0zkaandClaude Opus 5.5 e7586a1256 wip(assembler): round S9 -- collision look-ahead: ground ring ready on arrival up to 40 m/s and 50 m/s falls
voxel.StreamingCollisionLookahead (default on) predicts the support tile 350 ms
ahead along full 3D velocity and prioritises its 9-tile collision ring. Owner
plan, BuildHost actor: 40 m/s arrival-ready 25/74 -> 74/74 (CVar-off control
15/74); 6/12/25 m/s stay 100%; -Z 50 m/s 93/93. Spawn unchanged (~7.7 s).
Critical LOD0 path at 40 m/s: generation 67 ms p50, RMC body update 38 ms p50.
LOD8 cost counted (native horizon 48 ms of 60), optimisation deferred.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 10:56:54 +02:00
Fr0zkaandClaude Opus 5.5 8440adc742 wip(assembler): round S8 -- region rebuilds no longer stall admission; result backlog capped
voxel.CoreRegionConcurrentAdmission (default on): tiles independent of the
entering region keep submitting while a region page compiles; pages are
immutable shared_ptr owners so running readers survive eviction. 6 m/s: 11
whole-pass skips -> 0, walkable ring ready at every centre change.
voxel.StreamingResultBacklogCap=256 bounds finished results (slow-apply worst
case 125 -> 76 MB). Spawn unchanged at ~7.7 s: LOD8 is 46% of worker time.
At 60 m/s + teleport the collision ring is outrun (102/113 centres).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 09:43:03 +02:00
Fr0zkaandClaude Opus 5.5 5eb9ee76ff wip(assembler): round S7 -- workers kept busy: in-game cold full view 17.5 s -> 7.8 s
Two admission blockers found by per-frame decline codes: the near reserve held
four slots idle after LOD0 was done (coarse capped at 6), and finished-but-
unapplied results counted against the task cap. Admission now counts queued +
running tasks; near reserve releases once the walkable ring is ready while
stationary (voxel.StreamingDynamicNearReserve, default on). Walkable ring
0.65 -> 0.58 s, full LOD0 2.28 -> 1.44 s, busy workers 2.2 -> 5.6 of 10.
Old behaviour behind voxel.StreamingLegacyPendingResultCap. RMC source reviewed
(read-only): batching/fast-cook ranked, not yet worth it on measured apply cost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 08:10:10 +02:00
Fr0zkaandClaude Opus 5.5 b9c13c37c0 wip(assembler): round S6 -- in-game cold view counted; workers mostly idle, apply cap not the floor
Direct per-tile trace on the BuildHost actor (owner plan, 2,578 keys): full set
17.4 s legacy; gated coarse-first (after the 9-tile walkable ring) 11.7 s with
the ring still at 0.63 s, but full LOD0 slips 2.3 -> 10.2 s. Startup apply
boost changed nothing (0.4%). 37.6 worker-s over 17.4 s on 10 slots = ~3.3
busy: the floor is admission/work supply. S5's 251 ms staircase was the trace
sampler. Fixed CVar parsing in headless BeginPlay and the 60 m/s crossing
instrument. All three knobs stay opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 06:46:54 +02:00
Fr0zkaandClaude Opus 5.5 c0596c5f24 wip(assembler): round S5 -- streaming gates + trace; coarse-first order kept opt-in (no win)
Walkable/enclosed/refined gates defined; JSONL trace joins request, worker start,
build/apply and discards. Coarse-first + dynamic near reserve behind
voxel.StreamingCoarseFirst / voxel.StreamingDynamicNearReserve (default 0 =
S4 order): matched runs showed no walkability or full-view win and slower
LOD0/1 refinement. Instruments settled: 3.1 s standalone reproduced (16.7 s was
another generation route); black early captures were clear-only frames.
Hashes equal S4; Core-off, M2, SurfaceWorld/FloatingIslands BuildHost pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 04:42:41 +02:00
Fr0zkaandClaude Opus 5.5 9d3c50ca95 wip(assembler): round S4 -- continuous far ceiling at the strate's upper boundary
S3's far cap sat up to 8.2 m above the near roof and read as floating pieces.
The far render cap now projects onto the owning strate's upper boundary
(density unchanged), on a global XY lattice, LOD4 16-voxel grid + LOD5-8
128-voxel. Cap agreement 0.05 cm (100 cm control detected), 2520/2520 upward
rays hit roof on the owner walk. Far recipe v2; LOD0-3 hashes equal S2/S3.
Tile p95 flat; cold clipmap +4.4%. Far-cliff fluting left open (coarse MC step).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-19 00:41:13 +02:00
Fr0zkaandClaude Opus 5.5 d0f97bf79a wip(assembler): round S3 -- far ground from the native heightfield; LOD7/8 tiles 36-66% cheaper
Far-shell repair (81-96% of S2's LOD7/8 tile time) is skipped for certified
SurfaceWorld tiles; ground and cap come from the shared planar heightfield.
Near LOD0-3 hashes equal S2; far recipe version 1 salts LOD5+ identities.
Cold first view 6.6 -> 3.4 s (aim 1.57 s). Not a visual sign-off: distant cap
shows floating pieces, sprint streaming arrives late.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-18 21:29:52 +02:00
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 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
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 20619e587d docs(architecture): sheet ring and ceiling settings are gone, not just unused
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 3bd0fd36df docs(architecture): flag the unread biome WaterMaterial override
The single player-following water plane only uses the strate's
WaterMaterial; UVoxelBiomeDefinition::WaterMaterial is never read. The
design (§8.14 content profile) still lists it, so record the gap as an
open owner decision instead of silently dropping it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:36:37 +00:00
Claude 26fbf0c999 docs(architecture): drop the sheet ring, fix content/water to match code
- §8.10 render-distance paragraph: remove the F18 far "sheet" ring
  description (GenerateSheetMesh, SheetHole*, sheet re-queue). The ring
  is plain level-MaxClipLevel MC tiles; bFarSheetRing/FarSheetSpanLevels
  are documented as unused settings the runtime always passes as false.
  All other §8.10 invariants are kept; the budgeted-teardown note now says
  what UnloadTile does today (park the component), not ClearChunk.
- Fix the claim that GetLODForChunk/LODToStep/IsChunkInRange/
  GetStrateChunkZBounds and the ViewDistance settings are dead (the first
  three are gone, the last two are used); only the ceiling settings are.
- §8.5: decoration results are BuildId-guarded region builds applied by
  ApplyRegion (no ReadyResults/DecoEpoch/ApplyDecoResult); water is one
  player-following plane (UpdateWater), not per-tile planes; palette tags
  are per-grid EntryBiome; FStrateSetPiece no longer "coming" (folded into
  landmarks); drop the dead ContentMaxLevel/MaxLODLevel notes.
- §9.3: anchors fold in after the player clipmap (no sheet ring).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
2026-09-28 14:31:24 +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 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 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 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