b90d63d0f7
wip(assembler): round S10 -- LOD8 horizon sampled at MC spacing: LOD8 worker time 18.8 s -> 4.3 s
Fr0zkaandClaude Opus 5.52026-10-19 12:23:18 +02:00
e7586a1256
wip(assembler): round S9 -- collision look-ahead: ground ring ready on arrival up to 40 m/s and 50 m/s falls
Fr0zkaandClaude Opus 5.52026-10-19 10:56:54 +02:00
8440adc742
wip(assembler): round S8 -- region rebuilds no longer stall admission; result backlog capped
Fr0zkaandClaude Opus 5.52026-10-19 09:43:03 +02:00
5eb9ee76ff
wip(assembler): round S7 -- workers kept busy: in-game cold full view 17.5 s -> 7.8 s
Fr0zkaandClaude Opus 5.52026-10-19 08:10:10 +02:00
b9c13c37c0
wip(assembler): round S6 -- in-game cold view counted; workers mostly idle, apply cap not the floor
Fr0zkaandClaude Opus 5.52026-10-19 06:46:54 +02:00
c0596c5f24
wip(assembler): round S5 -- streaming gates + trace; coarse-first order kept opt-in (no win)
Fr0zkaandClaude Opus 5.52026-10-19 04:42:34 +02:00
9d3c50ca95
wip(assembler): round S4 -- continuous far ceiling at the strate's upper boundary
Fr0zkaandClaude Opus 5.52026-10-19 00:41:13 +02:00
d0f97bf79a
wip(assembler): round S3 -- far ground from the native heightfield; LOD7/8 tiles 36-66% cheaper
Fr0zkaandClaude Opus 5.52026-10-18 21:29:52 +02:00
6ddb834b1c
wip(assembler): round S2 (Sol) -- shared per-tile feature queries for every Core family; island placement 30x faster
Fr0zkaandClaude Opus 5.52026-10-18 19:50:45 +02:00
d6e69420e8
wip(assembler): round S1 -- one Core voxel-size source; per-tile feature lists (islands)
Fr0zkaandClaude Opus 5.52026-10-18 18:48:38 +02:00
111cf3d262
wip(assembler): M3 round 4 -- plans built inside Unreal from the owner's strates; no import needed
Fr0zkaandClaude Opus 5.52026-10-10 22:48:46 +02:00
48fa028086
wip(assembler): M3 round 3 -- separated islands + Unreal island route (owner build 18:46)
Fr0zkaandClaude Opus 5.52026-10-10 20:53:03 +02:00
4afea7c802
wip(assembler): M3 round 2 -- islands get real mass: deep crust, separate tapered roots, arched spans
Fr0zkaandClaude Opus 5.52026-10-10 12:24:35 +02:00
53a1e69af7
wip(assembler): M3 round 1 -- native FloatingIslands recipe in Core (standalone)
Fr0zkaandClaude Opus 5.52026-10-10 11:36:32 +02:00
4661a445be
wip(assembler): M2 round 4 -- WorldAssemblerHybridV2: exact contacts, tagged tiles 1.18-1.27x MC
Fr0zkaandClaude Opus 5.52026-10-10 10:41:43 +02:00
22a6b30494
wip(assembler): M2 round 3 -- opt-in hybrid sharp mesher (WorldAssemblerHybridV1) in the Unreal Core route
Fr0zkaandClaude Opus 5.52026-10-10 09:53:04 +02:00
a3b7d2015e
wip(assembler): M2 round 2 -- same-LOD borders watertight for MC/hybrid/DC; LOD0/1 transitions still open
Fr0zkaandClaude Opus 5.52026-10-10 03:56:28 +02:00
6953254349
wip(assembler): M2 round 1 -- sharp-mesher spike: hybrid MC+DC keeps edges, borders and LOD seams not solved yet
Fr0zkaandClaude Opus 5.52026-10-10 01:32:27 +02:00
61633cb492
wip(assembler): M1 round 6 -- owner walk fixes: 25 cm geometry scale, one height datum, carve/fill sign, faster relief meshing
Fr0zkaandClaude Opus 5.52026-10-09 20:39:24 +02:00
f67b519e75
wip(assembler): M1 round 5 -- native SurfaceWorld manifest delivered into the Unreal Core route
Fr0zkaandClaude Opus 5.52026-10-09 15:31:48 +02:00
2d0cec90e4
wip(assembler): M1 round 4 -- cap rebuilt (no hiding), sub-voxel audit, routes + mesh-free queries
Fr0zkaandClaude Opus 5.52026-10-09 14:23:38 +02:00
20c6d86f0e
wip(assembler): M1 round 4 PARTIAL -- stopped at owner's request (GPU coil whine at night)
Fr0zkaandClaude Opus 5.52026-10-09 02:12:39 +02:00
2c20f9eaea
wip(assembler): M1 repair round -- raised block and cliff fixed; native 7x faster than legacy
Fr0zkaandClaude Opus 5.52026-10-09 01:22:30 +02:00
fcb16fd265
wip(assembler): M1 round 2 -- surface recipe closer to legacy; native still slower and visibly buggy
Fr0zkaandClaude Opus 5.52026-10-09 00:38:55 +02:00
874c796c65
wip(assembler): M1 round 1 -- manifest format, block contract, bound audit, native Heightfield2D
Fr0zkaandClaude Opus 5.52026-10-09 00:04:30 +02:00
d5ce5d675d
design: world assembler -- Luna D3 + Agreed design v1, signed off by both
Fr0zkaandClaude Opus 5.52026-10-08 23:28:50 +02:00
075e58187e
wip(unreal): AVoxelWorld Core mode -- streaming, collision and carving through VoxelForgeCore
Fr0zkaandClaude Opus 5.52026-10-08 20:33:46 +02:00
29ca99af7f
wip(unreal): VoxelForgeCore UBT module + asset adapter reproduce the standalone world
Fr0zkaandClaude Opus 5.52026-10-08 19:38:18 +02:00
a1dfc0422e
wip(standalone): close the GPU port chapter at step 29 (owner decision)
Fr0zkaandClaude Opus 5.52026-10-08 18:39:20 +02:00
61106be142
wip(standalone): GPU step 29 -- viewer no longer self-resets affinity; per-exe shader bundles; W16; CPU route now fastest
Fr0zkaandClaude Opus 5.52026-10-08 18:30:39 +02:00
5aa285c3ef
wip(standalone): GPU step 28 -- skirted near tiles on GPU (correct, but SLOWER); 16 shape workers
Fr0zkaandClaude Opus 5.52026-10-08 17:07:40 +02:00
7d1808fdf2
wip(standalone): GPU step 27 -- slot-overflow fallback, -SkipCpuDetailBand (slower), -AffinityMask; full machine cached 0.93 s
Fr0zkaandClaude Opus 5.52026-10-08 04:11:23 +02:00
7d92e148a9
wip(standalone): GPU step 26 -- first launch fixed again; device-removed was our readback overrun
Fr0zkaandClaude Opus 5.52026-10-08 03:22:38 +02:00
20acf57678
wip(standalone): GPU step 25 -- shape profile, roughness endpoint reuse, export before CPU frame; first launch REGRESSED
Fr0zkaandClaude Opus 5.52026-10-08 02:55:32 +02:00
94d50edb47
wip(standalone): GPU step 24 -- warmup policy off the critical path; first launch = CPU
Fr0zkaandClaude Opus 5.52026-10-08 02:06:49 +02:00
bb082f3ae9
wip(standalone): GPU step 23 -- skip empty connector-ring dispatch; cached 1.07-1.17 s
Fr0zkaandClaude Opus 5.52026-10-08 00:32:13 +02:00
052b6de354
wip(standalone): GPU step 22 -- startup multi-batch pump, pool before handoff: cached 1.12-1.20 s
Fr0zkaandClaude Opus 5.52026-10-08 00:00:06 +02:00
38f6009200
wip(standalone): GPU step 21 -- GPU input export shares the 8 workers (3:1 priority); no wall gain
Fr0zkaandClaude Opus 5.52026-10-07 23:20:42 +02:00
2cb3344e1b
wip(standalone): GPU step 20 -- detail band batched by 8 columns; gap instrumented
Fr0zkaandClaude Opus 5.52026-10-07 22:35:22 +02:00
2fea2710f7
wip(standalone): GPU step 18 -- warm-up marker: hybrid now wins cached and ties first launch
Fr0zkaandClaude Opus 5.52026-10-07 21:07:05 +02:00
6f2d33e0a9
wip(standalone): GPU step 17 -- far skirt-depth fix (LOD3/4 back on GPU); adaptive start trades cached speed for first-launch
Fr0zkaandClaude Opus 5.52026-10-07 20:36:40 +02:00
666dfb811c
wip(standalone): GPU step 16 -- CPU cold drain; hybrid beats CPU once shaders are driver-cached
Fr0zkaandClaude Opus 5.52026-10-07 09:34:22 +02:00
c152708a67
wip(standalone): GPU step 15 -- cold-start drain: hybrid whole view 3.2 -> 1.25-1.68 s
Fr0zkaandClaude Opus 5.52026-10-07 08:47:36 +02:00
f322b1c089
wip(standalone): GPU step 14 -- warm-up 2.04 -> 1.05 s; cold path now waits on streaming, not shaders
Fr0zkaandClaude Opus 5.52026-10-07 08:03:00 +02:00
a96fd0b95b
wip(standalone): GPU step 13 -- near base/skirts/connectors cheaper to compile; warm-up still ~2.0 s
Fr0zkaandClaude Opus 5.52026-10-07 07:41:31 +02:00
05b1523c54
wip(standalone): GPU step 12 -- far evaluator cold use 1704 -> 3 ms; near detail now the floor
Fr0zkaandClaude Opus 5.52026-10-07 06:51:53 +02:00
7f64e2e0aa
wip(standalone): add missing GPU skirt shader binaries and step 6-8 scripts/report
Fr0zkaandClaude Opus 5.52026-10-07 06:14:04 +02:00
b6ac950073
wip(standalone): GPU step 11 -- per-shader cold cost measured; far EmitCS split, still CPU wins
Fr0zkaandClaude Opus 5.52026-10-07 06:13:59 +02:00
10580650cb
wip(standalone): GPU step 10 -- first-submit stall bisected to cold shader use under 8 workers
Fr0zkaandClaude Opus 5.52026-10-07 05:38:14 +02:00
b0da995978
wip(standalone): GPU step 9 -- remote band closed by CPU fallback; CPU still wins whole view
Fr0zkaandClaude Opus 5.52026-10-07 04:36:34 +02:00
f2de8fe9c6
wip(standalone): GPU step 8 partial -- GPU skirts, first-present hold; remote gap open
Fr0zkaandClaude Opus 5.52026-10-07 02:19:38 +02:00
90421d0655
wip(standalone): GPU step 7 -- viewer cold start 2.45 -> 1.49 s on CPU; GPU skirts missing
Fr0zkaandClaude Opus 5.52026-10-06 22:39:40 +02:00
41716f00b8
wip(standalone): GPU step 7 partial -- parity check deferred off cold path (stopped early)
Fr0zkaandClaude Opus 5.52026-10-06 20:17:37 +02:00
b0a14262b1
wip(standalone): GPU step 6 -- near field on GPU, exact; cold start still slower than CPU
Fr0zkaandClaude Opus 5.52026-10-06 20:03:10 +02:00
0e730cdbba
wip(standalone): GPU step 5 -- far GPU work 646 -> 112 ms; hybrid whole view equal to CPU
Fr0zkaandClaude Opus 5.52026-10-06 13:50:07 +02:00
247682a8e0
wip(standalone): GPU step 4 -- batched far generation, connector panels on GPU; far survival passes
Fr0zkaandClaude Opus 5.52026-10-06 11:01:03 +02:00
782f195bdb
wip(standalone): GPU step 3 -- GPU decides far rock/air, sparse CPU exceptions, hybrid viewer (H)
Fr0zkaandClaude Opus 5.52026-10-06 09:14:22 +02:00
b61ccff549
wip(standalone): GPU field step 2 -- far-field shapes/strata/relief in shared C++/HLSL, GPU field+mesh
Fr0zkaandClaude Opus 5.52026-10-06 08:02:02 +02:00
d4b4377d30
research(standalone): GPU first port -- marching cubes in D3D11 compute, exact vs WARP; field still CPU
Fr0zkaandClaude Opus 5.52026-10-06 06:44:43 +02:00
566d1f342a
standalone: rock detail restored in lattice-resolvable bands (4-16 voxels), owner-band gate added
Fr0zkaandClaude Opus 5.52026-10-06 05:43:31 +02:00
de14f0042d
standalone: owner LOD0 defects -- relief blended as partition of unity (stairs gone), exposed skirts 0
Fr0zkaandClaude Opus 5.52026-10-06 02:42:56 +02:00
08ceed200d
standalone: cheap chunk crossings -- exact-tile slab compile, nearest tiles first (~1.2 s -> 121 ms peak)
Fr0zkaandClaude Opus 5.52026-10-05 20:12:51 +02:00
3b37d5702e
standalone: owner review fixes -- paged streaming in Core, no LOD fins, LOD0 stair patches fixed
Fr0zkaandClaude Opus 5.52026-10-05 18:17:25 +02:00
aeeedaa73d
standalone: VoxelForgeCore link-safe next to Unreal -- internals in vfcore::detail, symbol check
Fr0zkaandClaude Opus 5.52026-10-05 15:20:29 +02:00
557f6aac30
standalone: VoxelForgeCore library -- the fast generator behind a clean C++20 API, output unchanged
Fr0zkaandClaude Opus 5.52026-10-05 11:39:02 +02:00
631dd57eb4
standalone: landing plate removed; passage shaft rings reduced with the rock detail kept
Fr0zkaandClaude Opus 5.52026-10-05 09:56:11 +02:00
2656d81ac9
standalone: whole view under one second -- 0.955 s cold @8 workers, full payload, world unchanged
Fr0zkaandClaude Opus 5.52026-10-05 05:15:19 +02:00
a3cb26b5c8
standalone: speed round 2 -- far biome colour grid (payload -365 ms), whole view 1.90 s @8w full payload
Fr0zkaandClaude Opus 5.52026-10-04 15:21:19 +02:00
6ec4a8f856
standalone: speed round closed -- full-payload whole view 2.16 s @8 workers; UV/colour/groups cost 0.62 s
Fr0zkaandClaude Opus 5.52026-10-04 13:27:03 +02:00
ee5b05b357
wip(standalone): speed round -- interrupted by a PC hard reset at 10:16 (Kernel-Power 41)
Fr0zkaandClaude Opus 5.52026-10-04 12:18:48 +02:00
97c0455939
standalone: shape-world look round 2 -- shards gone, calmer layered relief, still 0.72 s / 1.6 s cold
Fr0zkaandClaude Opus 5.52026-10-04 04:09:59 +02:00
7e3f926352
wip(standalone): shape-world join blends (room 12, strata/cave 3) -- source restored to last passing set, not rebuilt
Fr0zkaandClaude Opus 5.52026-10-04 00:07:00 +02:00
4f4e67c8ca
wip(standalone): shape-world look round, stopped by low memory mid-check
Fr0zkaandClaude Opus 5.52026-10-03 18:01:27 +02:00
8c068ee2cd
research(standalone): shape world -- 64 m full detail in 0.96 s, whole view in 2.27 s, cold; look not there
Fr0zkaandClaude Opus 5.52026-10-03 11:44:45 +02:00
5441c7da5c
standalone: 64 m full-detail override, detailed round tunnels, optional mesh cache -- generation itself NOT faster
Fr0zkaandClaude Opus 5.52026-10-03 08:59:46 +02:00
81b7d6d0ff
standalone: per-tile speed at plugin level, streaming like the game, softer lighting
Fr0zkaandClaude Opus 5.52026-10-03 06:49:41 +02:00
3f300b912a
wip(standalone): paused by the owner -- hashed maps + inline allocator (no speedup yet), streaming in progress
Fr0zkaandClaude Opus 5.52026-10-02 18:01:49 +02:00
05f62cff36
standalone: the owner's world outside Unreal -- bit-identical density, D3D11 fly-through viewer
Fr0zkaandClaude Opus 5.52026-10-02 12:14:04 +02:00
a443eb8546
research(intervals): blends, dual contouring, surface relief -- look better, not there; new stages single-threaded
Fr0zkaandClaude Opus 5.52026-10-02 04:23:38 +02:00
8d29c09512
research(intervals): OBJ export switch and a D3D11 fly-through viewer for the spike
Fr0zkaandClaude Opus 5.52026-10-02 01:27:18 +02:00
61b1c9c329
research(intervals): one-day spike -- whole near region in 241 ms (6 workers), exact signs, far proxy 8.6 ms
Fr0zkaandClaude Opus 5.52026-10-02 00:45:59 +02:00
35e3d149d2
docs(research): Astra free-thinking round -- coarse structure + real surface relief, boundary-aware generator
Fr0zkaandClaude Opus 5.52026-10-01 21:55:23 +02:00
bc0f9ee791
wip(step3): 12.5 cm voxels, fall-through fixed, brick evaluator in game, organic tunnels -- speed gate FAILS
Fr0zkaandClaude Opus 5.52026-10-01 21:21:45 +02:00
ca78352e43
research(step2f): coherent caves pass every gate, worst 572 ms idle -- look still to be judged in game
Fr0zkaandClaude Opus 5.52026-10-01 05:50:20 +02:00
d6555df5fa
wip(step2f): coherent field -- flakes, speckle, grid, roof fixed; 3 crumbs + 636 ms left; last edits UNCOMPILED
Fr0zkaandClaude Opus 5.52026-09-30 19:50:42 +02:00
0a7492ffab
research(step2e): 8 parameter profiles, worst 570 ms -- speed gate met, look NOT yet accepted
Fr0zkaandClaude Opus 5.52026-09-30 17:47:36 +02:00