Commit Graph
131 Commits
Author SHA1 Message Date
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 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 7650abb755 wip(assembler): round L9 -- LOD1 skips proven-uniform blocks: 95% fewer samples, view ~2% faster
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
2026-10-19 23:14:16 +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 046f2af495 wip(assembler): round L3 -- Core forces FP contraction off and refuses to generate if it can't
CoreNamespacePreamble.h applies per-compiler contraction-off pragmas (Clang, MSVC, GCC; unknown
compiler = #error) and a fused-multiply-add self-test that World::compile runs before building.
Clang -ffp-contract=on and GCC's default (fast) now reproduce the L1/Windows hashes (they diverged
in L2); Clang -ffp-contract=fast ignores the pragma and is refused at startup (negative control).
Seed sweep with every cube on real terrain: 48 seeds x 2 recipes x 3 builds x W1/W12, 576 runs,
0 mismatches, 0 empty meshes. Cost +0.5% (2.326 -> 2.337 s, interleaved). World unchanged.
MSVC/UBT not compiled here: Windows to-do list in Linux3/REPORT.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:51:07 +02:00
Fr0zkaandClaude Opus 5.5 1276fd11e3 wip(assembler): round L1 -- Linux baseline on abyss: Linux world identical to Windows
Headless Linux benchmark/hash tool (Clang 19 / GCC 14) sharing the viewer's plan builder and
streaming pipeline (moved verbatim into StreamBenchmarkPipeline.h / WorldAssemblyPrototype.h).
Owner Round17 view: density/mesh/payload/topology hashes equal the Windows S13 reference at
W1/W8/W12 (Clang, 3 runs each) and W8 (GCC), with -ffp-contract=off. No output change.
Baseline (i9-12900H, CPUs 0-11, powersave/balance_performance): whole view W8 3.562 s median,
W12 3.512 s, W1 16.555 s; peak RSS < 605 MiB.
Review: the default-stack crash is 17.3 MiB of static TLS per thread (glibc puts it in the
thread stack; HeightfieldColumnCache 6.8 MB), not recursion -- open, after S14.
MSVC compile of the viewer refactor not verified (no MSVC here).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 18:18:34 +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 4afea7c802 wip(assembler): M3 round 2 -- islands get real mass: deep crust, separate tapered roots, arched spans
Pinch cause: SmoothStep taper drove the underside radius to zero at one point. Version 2: depth 0.75x
diameter (thin-pad control at 0.30 fails), 3-4 seeded roots, bounded contour warp + roughness, one
off-route side island, 3 m rock spans. Bounds/route/W1-W8-W16 pass. Open: legacy probe metadata says
25 cm but production legacy is 12.5 cm -- round 3 must fix the import scale contract.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 12:24:35 +02:00
Fr0zkaandClaude Opus 5.5 4661a445be wip(assembler): M2 round 4 -- WorldAssemblerHybridV2: exact contacts, tagged tiles 1.18-1.27x MC
The round-3 'field contact error' measured hit-to-anchor distance; V2 contacts are 0 cm and on the zero
isosurface. Tagged-tile cost 5.7-6.7x -> 1.175-1.270x MC; organic 0.998x. Bound, shelf-thickness and route
audits rerun with negative controls; W1/W8/W16 stable; V1 and MarchingCubesV1 unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 10:41:43 +02:00
Fr0zkaandClaude Opus 5.5 22a6b30494 wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Default MarchingCubesV1 unchanged (W1/W8/W16 = round-6 hashes). Hybrid DC only in LOD0 interior cells
with tagged features; tile-border cells and LOD1+ stay MC. BuildHost: fixtures repeat exactly, cooked
collision bounds = render bounds, same-LOD borders pass, sampled SurfaceWorld cliff bit-identical to MC.
Open: tagged tiles cost 5.7-6.7x MC; corner-top field contact error 20 cm; 5 MC doorway LOD cases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-10 09:53:04 +02:00
Fr0zkaandClaude Opus 5.5 61633cb492 wip(assembler): M1 round 6 -- owner walk fixes: 25 cm geometry scale, one height datum, carve/fill sign, faster relief meshing
Owner saw content floating above native terrain, spiky triangles, reversed carve/fill and late relief.
Causes: shared mesher placed Core tiles on a 12.5 cm grid; content/atmosphere asked strate ranges in
12.5 cm voxels; Core edits add density where the legacy diff subtracts. Horizon LOD8 bridge edge
5.657 -> 2.265 cells. Relief mesh p95 60.8 -> 42.0 ms (LOD0). New BuildHost checks for scale, height,
blueprint carve/fill and per-kind streaming lag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-09 20:39:24 +02:00
Fr0zkaandClaude Opus 5.5 f67b519e75 wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Manifest imported into UVoxelSettings (hash 8933693d9560ba9f), folded into the season
content hash only when Core is on. BuildHost: W1/W8/W16 stable, 2553 surface tiles match
standalone, 432 LOD transitions, collision on all 36 expected tiles. Matched timing
96.8 s native vs 197.3 s bridge (2.04x). Collision support tiles wait for Core region admission.

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-08 19:38:18 +02:00
Fr0zkaandClaude Opus 5.5 bc0f9ee791 wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
Stopped by the owner's decision (in-game lit captures were eating the round); he judges the look in
game instead.
1. Fall-through with the research field: fixed. Deep drop, gate on: 2 holds (0.50 s), min foot
   clearance +43 cm; gate off: penetrates (-278 cm). Stress fixture offsets converted to metres.
2. VOXEL_SIZE 25 -> 12.5 cm. Physical sizes kept in metres (player, steps, gate, insets, research
   field sizes, dig radii, test thresholds); class defaults that count chunks/voxels doubled
   (ClipRadius 6, RenderDistanceChunks 1536, ViewDistance*, StrateViewMargin 6,
   PawnCollisionRadius 2, SkirtCells 4, EdgeSealThickness 128, decoration spacings, density volume
   res 256). Asset values override these defaults: the owner must double his own.
   Ring scale, six workers, idle, step-2f field before the look changes: 64 m cube (519^3) 4.55 s;
   32 m cube (259^3) 0.95 s.
3. In game: tiles go through the brick evaluator (proved by a log marker); profile switch rebuilds
   the loaded world (~5,800 tiles); full-detail fill 12.4 s after spawn in the visible-window test.
4. Look: round winding tunnels, per-column ellipsoid/lattice caches. All step-2f geometry gates pass
   at 12.5 cm (0 crumbs, 1 solid component per profile, solid share 69-87%). 259^3 ring, six workers:
   1.08-2.02 s (worst HyperComplex) -- the 600 ms gate FAILS. Lit captures failed (hidden/off-screen
   window, then blank frames); not pursued.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 21:21:45 +02:00
Fr0zkaandClaude Opus 5.5 ca78352e43 research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game
Editor-only, default off (voxel.ResearchParameterizedCave 1; the live skip proofs now decline
automatically). Jittered elliptical chambers of varied size and height with rock between them,
narrow tunnels, capped shafts, occasional pillars/ledges/stalactites/stalagmites/hanging masses;
detail bands at 48/24/12 samples (shortest 3 m), bound 3.822.
Gates, step 2e -> step 2f R29 (worst of 8 profiles), each rejecting 2e:
  crumbs < 1 m^3 2,290 -> 0; dihedral >45 deg 40.7% -> 2.2%; lattice detail energy 0.83 -> 0.007
  (RMS floor kept: 0.484 >= 0.40); LOD1 distance p95 0.709 -> 0.377 samples; grid autocorrelation
  0.667 -> 0.348; solid share 2.7% -> 79-82%; roof/floor openings 26,657 -> 0.
Speed, 259^3 ring, six workers, idle machine (20 GB free): 527-572 ms, worst TerracedBasin 572.3 ms
(R27 591 ms, R28 603 ms: run-to-run spread is ~5%). Proof audit 0 violations, undersized control
caught; seams pass; 1 vs 6 worker hash 876069a813c83cee; TraversalSeeds pass.
Captures are UNLIT (lit runs showed only sky; three D3D12 device-removed crashes): they show the
material's tiling, not the cave forms, so the look is not yet judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-10-01 05:50:20 +02:00
Fr0zkaandClaude Opus 5.5 d6555df5fa wip(step2f): coherent field -- flakes, speckle, grid, roof fixed; 3 crumbs + 636 ms left; last edits UNCOMPILED
Stopped by low memory (another app at 14 GB; processes failed with 0xC0000142).
r6 (compiled and measured, owner playing during the run), step 2e -> step 2f r6:
  crumbs < 1 m^3 (max per profile)   2,898 -> 3        FAIL (0,0,0,0,2,1,3,2)
  flakes (shard share / p95 angle)   40.7% / 84.2 deg -> 2.1% / 33.1 deg   pass
  lattice-scale detail energy        0.832 -> 0.016    pass
  grid signature (autocorrelation)   0.666 -> 0.349    pass
  min solid share / roof openings    2.7%, 26,657 -> 79.2%, 0   pass
  worst profile ring time            642.8 -> 636.3 ms FAIL (6 workers, 259^3)
Step 2e measured 642.8 ms here vs 570 ms idle earlier: the game was costing ~12% during this run.
Brick proofs + audit, seams + injected seam, 1 vs 6 worker determinism pass. After r6, feature
probabilities were lowered to remove the last crumbs: NOT compiled, NOT measured. TraversalSeeds,
in-game captures and the LOD-rejection figure for 2e are still to do. Reject screenshots included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-30 19:50:42 +02:00
Fr0zkaandClaude Opus 5.5 0a7492ffab research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted
Editor-only, default off. Seeded chamber graph (jittered XY grid, spanning tree, optional loops,
tunnels, shafts, pillars, ledges, spires, floating masses, basins), 8 profiles, four detail bands
at every surface-affecting 25 cm sample, sound brick proofs. 259^3 ring, six workers, medians of 3:
404-570 ms (worst TerracedBasin 570.0 ms). Detail, seam, bound-audit (0 violations, undersized
control caught), determinism (1 vs 6 workers) and TraversalSeeds all pass; live tests untouched.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-29 02:26:44 +02:00