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
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
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
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
Island-only worker context replaced by a shared worker-local candidate domain
(WorldAssemblyFeatureTileListV1 / ScopedWorldAssemblyFeatureQueriesV1) serving
SurfaceWorld, FloatingIslands and far-shell queries; a per-domain cost hint keeps the
full scan on small plans. Content placement prepares the same queries and skips proven
air: owner island cell p95 7.07 -> 0.24 ms; populated fixture 572 exact placements,
3.27 s -> 29 ms. Full/candidate hashes equal with dropped-feature controls on both
families; S1 default W1/W8/W16 hashes reproduced; Core-off and M2 fixtures pass.
Default contract for future families in ARCHITECTURE 8.23. Run on gpt-6.1-sol medium.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
AVoxelWorld::CoreVoxelSizeCm (default 25, 32 voxels/tile) flows through plan, field,
mesher, content, water, atmosphere, edits and collision. Staged-owner BuildHost passes at
20 cm (SurfaceWorld + islands, W1/W8/W16, anchors, BP edits, collision) with a fixed-25cm
negative control; default-size hashes match round 4; Core off stays legacy 12.5 cm.
Reusable BuildWorldAssemblyFeatureTileListV1; wired into FloatingIslands only so far.
256-island stress: tile p95 112.5 -> 2.0 ms, 0 mismatches, dropped-feature control fails.
Content placement measured (no populated cells): island ground search 7.25 ms/cell vs
legacy 0.29 ms -- open. Outside-review evaluation in Round5/REPORT.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
SurfaceWorld and FloatingIslands plans generate at startup from the resolved seed,
strate types and heights (hashed, cached). Imported JSON is an opt-in override (off by
default); an invalid override shows an on-screen notice and falls back to legacy.
BuildHost on staged owner assets: SurfaceWorld cross-system checks, islands at owner
height (route, collision, anchors, BP edits), seed 137501, W1/W8/W16, Core-off legacy.
XY-column cache verified (hashes kept); island LOD0 p95 91 ms vs 133 ms sprint deadline.
Not exercised: season-seed path (no Season in staged settings), rendered notice pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Islands read as separate (91.89% open sky at mid-height), underside cavity closed,
rim teeth were capture shading. Island manifest import + BuildHost proof passed on the
pre-cache tree; M1 SurfaceWorld and M2 V1/V2 gates passed.
Known open: final XY-column cache compiled in the owner build but is unverified;
island LOD0 p95 ~155 ms misses the 133 ms sprint deadline (legacy ~43 ms); the island
manifest only fits the BuildHost fixture layout (owner's world: Core init fails,
empty world) -> round 4 builds plans inside Unreal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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
Bounds 517 boxes, 0 missed, negative control caught; capsule route 1044 centers, raised-route control
fails; W1/W8/W16 stable (field bf3ce7da876431e2); 39 ms native vs 64 ms legacy. My review: islands read
as thin flat pads with a radial pinch under them, not rock; next round fixes the look.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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
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
Luna, M1 round 4 (resumed after the night stop):
- Cliff: sub-voxel audit (29,929 half-voxel XY columns, min run 3.75 voxels, 0 subvoxel runs;
old taper control exposes 20,963) and a root-line shelf at the two-voxel minimum.
- Horizon slab = aliased LOD8 cap ceiling. The first fix hid the ceiling at LOD8 (challenged:
enclosed, interior-lit strates); now the LOD8 cap is rebuilt deterministically from the
native heightfield, skirts preserved; looking up and out shows the cap present.
- Routes: review manifest with 33 stable-ID route points + capsule/support constraints; capsule
sweep 0 blocked samples / 0 unsupported centres, negative control detected.
- Server path: World::densityAt answers without render meshes. Physics cooking not available
standalone.
- Hashes (evaluator + 2,226-tile stream) identical at W1/W8/W16. LOD8: 4.446 s for 529 tiles,
14.25 M field calls, 165 unknown tiles.
- Captures at 60 fps cap + vsync (owner's GPU coil whine). One cliff probe crossed the ~8 GB
guard (7.69 GiB) and was stopped before capturing.
My review: cap view matches legacy closely, no slab; native cliff is a clean attached ledge
(cleaner than legacy); a few small spikes on the ridge top.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, M1 repair round: the rectangular raised block and the broken cliff shared one cause,
a type-2 solid AABB in the generated plan; it is now a tapered, terrain-following shelf, and
a negative-control audit catches the old box behaviour; seam classification check passes.
Bound audit 298 boxes / 8,046 samples, 0 misses. Evaluator and 120-tile density/mesh/payload/
topology hashes identical at W1/W8/W16. Cave regression: walkability 5,642/5,642, 64/64 tiles.
Legacy mismatch unchanged (0 biome mismatches, 18.14% signs).
Speed (matched workloads): 120-tile full detail 0.089 s native vs 0.625 s legacy; 529-tile
clipmap 3.858 s vs 11.687 s -- 2.29 s above the ~1.57 s aim; LOD8 dominates (165 unknown
tiles, 13.27 M field calls, 10.88 M column-cache misses).
My capture review: coast matches legacy closely; surface clean but a dark flat slab on the far
horizon; cliff shelf renders as a stack of thin plates with back faces showing (sub-voxel
shelf thickness suspected).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, M1 round 1 of 4 (plan in Standalone/ASSEMBLER_M1_REPORT.md):
- Versioned fixed-scale world manifest (the shipped plan format) and the Core block
contract: point evaluation, interval-or-unknown, influence bound, detail envelope, channels.
- Interval audit: 256 boxes / 6,912 samples, 0 missed, 0 unknown; a deliberately false bound
is detected (negative control).
- Native Heightfield2D with biome input: 4,096-point hash fae2721c052aec5c identical at
W1/W8/W16; point queries 2.059 ms vs 62.115 ms legacy -- but NOT a match yet (mean density
error 274 voxels, 2,261 sign mismatches vs the legacy surface). 45 mesh-free Core queries
match direct evaluation exactly. Existing cave world unchanged (walkability, 64/64 tiles).
- Open: collision readiness, a valid full-view timing (viewer captures were occluded/empty;
top-down height maps are the only usable pair).
Also carries the design doc's owner decisions (fixed water; player edits unrestricted, route
law for automatic changes only) and three plugin files + BuildHost scripts that earlier round
commits had missed (also fixed on unreal/core-integration as 2574b56).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, round 5 goal 1 only (stopped by owner decision before the SurfaceWorld port):
- Worm and Cascading passages now pass walkability; the wide floor stays clipped while the
narrow route core stays open.
- Hidden third failure found and fixed: long VerticalShafts diagonal legs were dropped from
Core's spatial bins by a 100,000-bin safety cutoff (invisible to density queries);
conservative bins restore them (18,570/18,570).
- All 15 saved probes pass a walkability-only gate; build-time walkability gate added.
NOT re-verified before the stop: W1/W8/W16 hashes, BuildHost UBT/actor run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, integration round 3, from the owner's four in-game screenshots:
- Capsule rings at the opening and the shaft continuing through the cave room were Core
world defects: the synthetic bore is removed and the opening gets a finite origin room
and floor (solid below). New world version, W1/W8/W16 identical: density
a8bcb72d41092503, mesh 90f29ba15e24579f, payload 82c6b489e7bb7fd7, topology
7b99448a1f844f2c.
- B-side landing and surface: headless coverage found no missing tiles or LOD-transition
gaps (960 / 640 fine tiles compiled after travel); best explained by Core's missing
SurfaceWorld representation. Null-RHI cannot rule out a presentation-only issue.
- Core mode GetBiomeAtWorldLocation now answers (e.g. Biome_Surface_Plain); biome
terrain itself is not generated yet (proposal: native Core SurfaceWorld evaluator).
Owner checked the Step29 viewer himself: the surface strate type is absent there too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna, 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
Luna: the viewer reset itself to BelowNormal (since step 3) and 0xFF00 (since step 11)
at startup, overriding the runner; every earlier "full machine" race started on 8 CPUs
until the runner reapplied the mask. Fixed in viewer and agreement runner. Core
worker clamp raised to 16 (W1/W8/W16 hashes identical). Shader binaries now pinned per
executable (precompiled/<exe>/); Step27 control rebuilt from 7d1808f with only the
bundle lookup backported. Tried CPU fallback for skirted near tiles: -0.74 GiB GPU
memory but 2,934-4,086 missing pixels in four remote views, so GPU skirts stay default.
Audits: hashes W1/W8/W16, walk 5,642/5,642, near/far HW+WARP 0 diffs, both survivals
pass (7.00 GiB), ten captures 0 missing pixels.
My runs outside the sandbox (driver cache warm, marker removed first):
0xFFFF Normal: CPU 1.121 / 1.081 / 1.040 s
GPU miss 1.324 s; cached 1.340 / 1.353 / 1.293 s (2,073-2,074 GPU tiles,
timestamps 463-471 ms)
0xFF00 BelowNormal: CPU 1.305 / 1.302 s; GPU cached 1.678 / 1.692 / 1.756 s
Same-session, own shader bundles, 0xFFFF: Step27 GPU cached 1.205 / 1.212 / 1.198 / 1.180 s;
Step29 GPU cached 1.359 / 1.367 / 1.366 / 1.333 s
=> the GPU route now loses to the CPU route by ~0.25 s on the full machine.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna: near skirts were CPU-only by implementation gap, not correctness. Ported with
near-resolution refinement and overflow fallback; near-probe preparation split out so
the skirt kernels no longer inline the near field (first attempt: two fxc /O3 compiles
ran 10.5 h and were stopped). Shape compile proven identical at W1/W8/W16.
-SkipCpuDetailBand retired (154/640 skirt audit failures, +174 ms planning).
Audits: hashes W1/W8/W16, walk 5,642/5,642, whole-near 960 tiles + 640 skirt faces
0 sign/topology diffs (one 0.001 cm vertex-key delta), far/thin 0 diffs, both
survivals pass with 2,074 candidates at 7.00 / 7.02 GiB (was ~6.2), ten captures pass.
My runs outside the sandbox (Step28.exe). NOTE the machine was ~25% slower than last
night for every build (step 27 CPU full machine 0.97-1.02 s at night, 1.22-1.29 s now):
0xFF00: CPU 1.337 / 1.291 / 1.295 s; GPU miss 1.337 s;
GPU cached 1.663 / 1.424 / 1.617 s (GPU tiles 1,427 / 2,072 / 1,222)
0xFFFF: CPU 1.221 / 1.231 / 1.236 s (step 27 same session 1.285 / 1.222 s)
GPU cached 1.582 / 1.550 / 1.416, 1.635 / 1.441 / 1.470 / 1.445 s
(GPU tiles vary 593-2,074; timestamps up to ~470 ms)
=> GPU route now slower than the CPU route measured alongside it. Step 27 GPU control
was not clean (both exes load the same precompiled .cso files).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna: normal completion path reads the raw vertex count before residency; an
over-cap count or failed readback falls back to CPU meshing. Max seen 18,153 of
19,456 vertices at (2,-9,-4,lod1) -- 1,303 headroom for this seed only.
Consumer map: 320 GPU near, 640 CPU near (skirted), 1,114 GPU far, 152 CPU far.
Exceptions are exported separately from roughness. Opt-in -SkipCpuDetailBand skips
CPU roughness for GPU-owned near visuals (lazy exact reconstruction on query).
Runner gains -AffinityMask (default 0xFF00) and -NormalPriority.
My runs outside the sandbox (Step27.exe, marker removed first):
half machine (0xFF00, BelowNormal), interleaved:
CPU 1.374 / 1.285 / 1.296 s
GPU miss 1.330 s; cached 1.151 / 1.143 / 1.129 s (1,434 GPU tiles)
GPU cached + -SkipCpuDetailBand 1.316 / 1.303 / 1.307 s -- SLOWER: detail apply
331 -> 297 ms, but intervals+signs 112 -> 286 ms (the plan), shape 557 -> 692 ms
full machine (0xFFFF, Normal), interleaved:
CPU 1.004 / 1.015 / 0.974 s
GPU cached 0.931 / 0.930 / 0.925 s -- first sub-second launches
Audits (Luna): hashes w1/w8, walk 5,642/5,642, near (skip) / far 0 sign/topology
diffs vs CPU and WARP, auto + cold survival pass, ten captures pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna: shape_compile profiled (8 workers, detail band ~323 ms of ~545 ms over 9.39M
candidates; roughness dominates). Exact vertical roughness endpoint reuse in
ShapeWorldInternal.h, hashes unchanged: ~548-577 -> ~535-548 ms. Overlapping
pipeline/pool with shape or streaming made things slower, so it stays serial (pool
precompile now 4-20 ms). Export starts before the first CPU frame. Marker-miss stall
reproduced and gated differently; the forced-cold survival audit now hits
DXGI 0x887A0005 (device removed) on a timestamp query and is NOT passing. Auto
survival passes (6.16 GB). The vertex count at InitialClipmapReady counts CPU
batches only (GPU-resident tiles excluded) -- confirmed counting, not missing geometry.
My runs outside the sandbox (Step25.exe, marker removed first, interleaved, -Timeline):
CPU 1.329 / 1.295 / 1.318 s
GPU cached 1.152 / 1.170 / 1.137 s, all 1,434 GPU tiles (timestamps 292 / 260 / 356 ms,
max dispatch 19.0 / 15.9 / 75.2 ms)
GPU marker miss 2.015 s -- REGRESSION vs step 24's 1.336 s. CPU had all 2,226 tiles by
~1.3 s, but near_all_tiles_ready waited for the post-view shader warmup
(queue 1,025 ms, finished 1,955 ms; handoff cpu_started=1434 takeover=0).
Audits: hashes w1/w8, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and
WARP, thin 353, ten captures 2+2 edge pixels as before.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
ApplyDetailBand claims eight adjacent columns per batch, keeping each column's scalar
order: shape stage ~586 -> ~566 ms in Luna's profile. Hashes w1/w8 identical.
My runs outside the sandbox (Step20.exe, marker removed first, interleaved):
CPU 1.319 / 1.287 / 1.288 s
GPU 1.320 (marker miss, 0 GPU tiles) / 1.244 / 1.215 / 1.219 s (match, ~1,400 GPU)
Shape compile 549-570 ms in both modes. The 669-821 ms gap in cached runs is still
there: export starts only after [ChunkCrossingWork] reports the ~840 CPU tiles
(LOD0-2) finished, so GPU export waits behind CPU meshing on the shared workers.
Slowest GPU tile 1.7 / 18.4 / 27.3 ms in runs b/c/d.
Audits: hashes, walk 5,642/5,642, near 960 / far 1,114 0 diffs vs CPU and WARP,
thin 353, survival 6.14 GB, ten captures as step 18. Far vertex-distance diagnostic:
247 bound failures (max 64.56 cm), unchanged since step 16.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Cold first use: near base 4.2 ms, near detail 1,595 ms (the floor), connector
rings 630 -> 409, skirt classify+emit ~1,409 -> 366. Production warm-up is
still ~2.03-2.06 s; whole view median CPU 1.356 s vs hybrid 3.044 s.
Near 960 + far 1,114 tiles: 0 topology/protected/thin diffs vs CPU and WARP;
hashes, walk 5,642/5,642, survival pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna's session ended on an API "Bad Request" before a final report; state is
unverified by me. In the log: GPU clipped-skirt emitter (count/scan/emit,
protected signs and critical air honoured), exposed-skirt audit passing at
the end; first-present stall reproduced on every launch (2.36-2.59 s, not
exe identity/idle/CPU run) and hidden by holding the CPU-ready frame until
GPU residency. Remote LOD3-4 band still differs from CPU; draw ranges and the
one inspected LOD3 tile match, cause not yet found (one-tile probe mid-fix).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Luna measured the startup density-parity check at 1,049 ms, nearly all of the
~1.13 s before shape compile; it now runs after first display and still passes
3,436/3,436. CPU hashes 44/44 at 1 and 8 workers, walkability 5,642/5,642,
headless 8-worker clipmap 0.769 s. Stopped by the owner mid-round, while
auditing the remote far holes; first-launch stall and hybrid speed untouched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Near LOD0/1 (detail band, relief, root refinement, normals) now evaluated and
meshed on the GPU. 960 near tiles: zero sign/topology differences vs CPU and
WARP, vertex max 0.0049 mm (was 15 cm); far survival audit passes; CPU hashes
44/44 unchanged. Far connector-panel outlier (64.56 cm, LOD8) remains a
tessellation difference, and remote captures show missing far geometry on GPU.
Cold readiness (viewer clock, my interleaved runs): CPU 2.51/2.49/2.40 s,
GPU 5.05/2.68/2.80 s. The ~2.1 s Present stall hit only the first GPU launch.
Viewer spends ~1.13 s before shape compile starts (startup checks), which is
the gap between the 0.95 s benchmark and ~2.4 s on-screen.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Whole far field on the RX 7900 XTX: 112 ms total (connector rings 61 ms). Cold hybrid 2.303 s vs
all-CPU 2.314 s (within noise): the far field is no longer on the wall-clock critical path.
0 sign/topology differences vs CPU and WARP incl. 127,401 protected and 353 thin-feature cells;
repeat GPU runs identical; far survival passes on GPU meshes; CPU hashes unchanged.
Open: CPU/GPU vertex distance mean 1.15 mm but max 64.56 cm, 247 tiles over the quantisation bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Up to 32 tiles per deferred command list, one polled event per batch, no per-tile waits; CPU
upload/enqueue 723 -> 46 ms. GPU far meshes pass far survival (7,200 strata boundaries, 10,976
connectors, 0 missing/holes). But hybrid cold 4.36 s vs CPU 2.29 s: whole-tile GPU timestamps sum to
646 ms (0.58 ms/tile; step 3's 0.03 ms covered part of the work only), divergent per-thread shape
loops; CPU far-input export 1.6 worker-s. CPU 44/44 hashes unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
1,114 of 1,266 far tiles meshed on the GPU; vs CPU and vs WARP: 0 sign/topology differences,
including the protected/thin exception audit; max symmetric vertex distance 0.125 cm; repeat RX runs
identical; GPU field+mesh 0.029 ms/tile average. Strata survival 7,200/7,200, but connector survival
fails (GPU lacks the connector repair panels). Hybrid cold clipmap 5.74 s vs CPU 2.23 s: dispatch and
readback overhead, not compute (~33 ms of GPU work in total).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Seven LOD2-8 tiles: RX 7900 XTX field+meshing 0.335 ms vs CPU generateTile 15.81 ms; repeat runs
bit-identical; CPU W1/W8 44/44 hashes unchanged. Not yet a real gain: rock/air signs still come from
CPU masks for every sample. Viewer does not draw GPU tiles yet; no whole-view timing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Compute shaders classify cells from CPU sign bits, scan output offsets, emit vertex/index buffers
and indirect-draw args. Two 32^3 tiles: 0 topology differences hardware vs WARP; two runs on the
RX 7900 XTX identical; max CPU/GPU vertex distance 0.000122 cm (LOD0), 0.000244 cm (LOD1).
- GPU kernels 0.049 / 0.071 ms vs CPU tile 2.33 / 1.99 ms, but CPU input preparation dominates
(7.25 / 2.84 ms wall): no whole-view gain until the field itself runs on the GPU.
- VoxelForgeFieldShared.h: first shared C++/HLSL field math (integer noise hash, ...).
CPU path unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Relief per wavelength band compared with the owner field; the 4-8 and 8-16 voxel bands were lost.
Restored within the partition-of-unity blend; max detail gradient 0.545 (limit 0.55).
- New owner-band gate: fails all six views on de14f00, passes all six now.
- W1/W8 44/44; path hash both directions; routes 5642/5642; stair-distance, ring, thin-sheet,
coarse-panel, far-survival audits pass; bad-shell control fails.
- Cold 1.127 s vs 1.108 s (within spread); nearest-tile readiness 12.20 vs 12.16 ms.
Caveats: the 143-ray GridStair normal audit is at 62.2% vs its 60% limit (was 76.9%); in the tunnel
capture the floor shows a regular dimple pattern, and the passage shaft close-up is still smooth.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Stairs: cave, floor, strata and passage relief were effectively summed in overlaps (owner ray
~0.94 voxel of displacement); now partition-of-unity weights: -0.288 voxel there, max detail
gradient 0.323 voxel/voxel. High-detail patch scan 133 -> 0; exact midpoint edge roots kept
(removing them: 7,993 bad roots, 46 patches).
- Fins: exposed skirt triangle scan 1,776 -> 0; thin sheets 0; coarse off-surface panels 0.
- Path hash both directions equal; W1/W8 equal; routes 5642/5642; passage detail ratio 0.850;
far survival passes, bad-shell fails; 30-crossing flight: nearest tile 15.1 ms median, 124 ms max.
Caveats seen in the captures: the owner-ray wall has visibly less relief than before; the fin
before/after captures do not show the fins (evidence is the scan only). Cold StreamFullClipmap
0.758 s vs 0.741 s (+17 ms, Luna's interleaved run). Owner to judge: bin\VoxelForgeLookCheck4.exe.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
Not verified as a whole. In the tree when Luna's session ended ("model at capacity"):
- fins: LOD seam skirts could hang into tunnel air; skirt triangles are now clipped against the solid
half-space and carry a per-face mask so a host can hide skirts between same-LOD neighbours.
- choppy LOD0 stairs: marching cubes' linear edge interpolation misplaced vertices where the relief
bends within one cell; edge crossings corrected with the exact field (82 patches, midpoint-edge
errors 18,818 -> 3,288); normal halo now ignores the +-4.125 fallback samples.
- an explicit unclamped Core distance query for audits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Core compiles exact-tile analytic slabs for entering tiles; a Z-column sampler reuses the coherent
noise context along each tile column; the viewer keeps residents and prioritises nearby tiles.
- 30-crossing straight flight: nearest tile ready 15.8 ms median / 27.6 ms max; full crossing wall
121 ms peak; worker CPU per crossing 545 ms median, 834 ms max.
- W1/W8 hashes equal; routes 5642/5642; look, passage, stair, thin-sheet, coarse-panel and far
audits pass; bad-shell control fails; path-hash audit kept.
Cold whole view, measured by me interleaved (busy machine): 1.242 s vs 1.255 s for 3b37d57, parity.
Still open from the owner (LOD0): fins along a strata seam, choppy stair facets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
From the owner's fly-through ("very impressive, in some cases slightly better than the original"):
- Streaming: Core compiles world-aligned fine-detail pages for tiles entering the view and releases
them when they leave; the viewer keeps resident tiles. One chunk crossing: 144 new tiles, 1,822
kept (was a full rebuild). A tile built as a late page hashes identically (density, mesh, payload,
topology) to the same tile from an initial build.
- LOD>=1 fins: off-surface planar connector panels are now checked against the source surface and
projected onto it; coarse audit 0 off-surface panels; far survival passes, bad-shell still fails.
- LOD0 stair patches: 2,630 sign-changing edges had one endpoint at the fixed +-4.125 fallback
(carve surfaces were excluded from distance storage); distances now completed analytically, 462
packed signs corrected; the audit now fails on any sign edge missing either endpoint (0 of 952,997).
- W1/W8 hashes equal; routes 5642/5642; look, passage and far audits pass.
Verified by me, interleaved (8 workers, cold): 1.014 s vs 1.008 s for aeeedaa, no regression.
Open: a chunk crossing still costs ~1.2 s of page compilation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- The copied generator, mesher and Compat stand-ins compile inside vfcore::detail.
- CheckCoreSymbols.ps1 (run by Build.ps1) fails on any unqualified Unreal-style symbol in the
library: 16,255 on 557f6aa, 0 now. A UE 5.7 CoreMinimal.h + VoxelForgeCore.h smoke compile passes.
- Output identical: 11 hash rows at W1/W8, routes 5642/5642, look/passage/far audits pass,
bad-shell control fails, six captures byte-identical.
Cost, measured by me interleaved (8 workers, cold, 4 runs each, first run excluded): 0.963 s vs
0.937 s for 557f6aa, ~27 ms in shape compilation; same math, so codegen/inlining. To be found.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
- Standalone/Core: public header VoxelForgeCore.h (no Unreal types), static library target,
ResolvedWorldSnapshot (from the schema-v1 JSON), World (compile, generateTile, density/sign,
point/segment solid, classifyBox), host-supplied JobScheduler (the core starts no threads),
sequenced, idempotent EditTransaction returning affected tiles per LOD.
- The viewer, benchmarks, edits and audits run on Core; StreamingWorld stays host code.
- Same as round 11: 11 hash rows at W1 and W8, routes 5642/5642, look/passage/far audits pass,
bad-shell control fails, six fixed captures byte-identical; cold W8 1.025 s vs 1.041 s reference.
- SHARED_CPP_LIBRARY_PLAN.md rewritten for a UBT module compiling the same sources via shims.
Open issue before Unreal: Core's implementation still compiles the Compat stand-ins named like
Unreal types (TArray, FVector...); inside a UE binary that is an ODR clash. Must be namespaced.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ