fd9f809c1c
measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed
Fr0zkaandClaude Opus 5.52026-09-30 03:10:22 +02:00
41a9265ebd
measure(step2a): candidate bins alone are slower -- the per-sample GetDensityAt call must go
Fr0zkaandClaude Opus 5.52026-09-30 01:19:11 +02:00
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
Fr0zkaandClaude Opus 5.52026-09-30 00:07:59 +02:00
97a1874498
wip(step1): collision/upload clocks behind default-off switches -- partial, stopped on low memory
Fr0zkaandClaude Opus 5.52026-09-29 17:53:57 +02:00
6d2a068308
docs(research): step 3b -- AVX2 check against the new evaluator (owner's request)
Fr0zkaandClaude Opus 5.52026-09-29 16:25:14 +02:00
153798f436
docs(research): consolidated decision -- float region programs, quantized lattice, gated build plan
Fr0zkaandClaude Opus 5.52026-09-29 16:21:03 +02:00
3de7ce1420
docs(research): round two -- wider search, AVX2 integer probe, crater transaction design
Fr0zkaandClaude Opus 5.52026-09-29 15:58:39 +02:00
1568f76ca2
docs(research): speed research -- sparse compiled bricks, field collision, edit transactions
Fr0zkaandClaude Opus 5.52026-09-29 15:31:58 +02:00
bf22f0ffe0
perf(collision): cook stages measured, no standing on dug-out ground; review F/H/E measured
Fr0zkaandClaude Opus 5.52026-09-29 07:52:18 +02:00
ce6812dbeb
fix(streaming): no false gate on digs, no see-through at tile handoffs; density volume off
Fr0zkaandClaude Opus 5.52026-09-29 04:53:57 +02:00
0bcd67a016
perf(review): gate never deadlocks, collision radius, 20x faster digs
Fr0zkaandClaude Opus 5.52026-09-29 02:26:44 +02:00
116b57f01e
wip(gate): support column kept through rebuilds, hold only on swept contact -- NEVER COMPILED OR RUN
Fr0zkaandClaude Opus 5.52026-09-28 19:54:28 +02:00
0b8fbc5591
Merge pull request #14 from Fr0zka/cleanup/2026-09
Fr0zka2026-09-28 18:12:41 +02:00
593dfac1d8
docs: the operator stack is the only density path
Claude2026-09-28 16:09:59 +00:00
f83c4bd8c1
refactor(generator): delete the pre-operator-stack archetype functions
Claude2026-09-28 16:04:51 +00:00
8117d118eb
refactor(opstack): the operator stack is the only density path
Claude2026-09-28 15:56:19 +00:00
de05e293aa
docs(codemap): aligned clipmap rings, indexed reconcile, immediate gate support, two new tests
Fr0zkaandClaude Opus 5.52026-09-25 06:11:41 +02:00
6ee433efa5
test(gate): stress repro judges terrain penetration -- gate on 10/10 clear, gate off 3/3 falls through
Fr0zkaandClaude Opus 5.52026-09-25 06:11:08 +02:00
a49725d365
wip(gate): request the support tile at once; no gate timeout -- stress criteria NOT trusted yet
Fr0zkaandClaude Opus 5.52026-09-25 04:54:00 +02:00
7486c299d4
fix(streaming): no stale geometry over its replacement -- edit ghost 40s -> 0.17s
Fr0zkaandClaude Opus 52026-09-23 21:10:20 +02:00
f36bc1f9b2
wip(streaming): priority by class and level -- near ring 53.6s -> 1.2s, but crossing test fails
Fr0zkaandClaude Opus 52026-09-23 19:04:13 +02:00
370c39e473
feat(streaming): horizon distance with real tiles only -- sheets off by default
Fr0zkaandClaude Opus 52026-09-23 17:39:49 +02:00
ea3f0d9a52
fix(classifier): exact lattice check before a uniform verdict; ceiling cause is NOT false certificates
Fr0zkaandClaude Opus 52026-09-23 06:30:05 +02:00
30253f0e89
fix(streaming): vertical reach follows the strate, and the level below the sheet ring is filled
Fr0zkaandClaude Opus 52026-09-23 01:49:57 +02:00
d7af2cab97
fix(collision gate): hold the fall, not the player; add voxel.CollisionGate switch
Fr0zkaandClaude Opus 52026-09-22 16:23:20 +02:00
88f3e44402
wip(collision gate): stop the fall instead of the player -- UNVALIDATED, after-change run never happened
Fr0zkaandClaude Opus 52026-09-22 15:19:12 +02:00
0dd45ca410
fix(collision gate): stop freezing the player on a stale prediction
Fr0zkaandClaude Opus 52026-09-22 11:17:01 +02:00
7af8d0e870
fix(correctness): false AllAir certificates and a stale shaft cache key; 44/44 tests green
Fr0zkaandClaude Opus 52026-09-18 13:13:21 +02:00
a7b8d10de6
tooling(test): one command to test VoxelForge, with a commandlet-vs-game parity check
Fr0zkaandClaude Opus 52026-09-18 05:13:16 +02:00
1c642fd182
perf(tunnels): memoise the room mouth -- room ownership now cheaper than before the change
Fr0zkaandClaude Opus 52026-09-18 03:41:38 +02:00
76bc8bce97
docs(work-next): room-wins result, checks passed, and the perf regression it introduced
Fr0zkaandClaude Opus 52026-09-18 01:04:02 +02:00
d01af4606d
wip(tunnels): room wins over tunnels -- no shelf, smooth mouths; stopped before final checks
Fr0zkaandClaude Opus 52026-09-17 14:56:06 +02:00
01cb9d47f1
docs(work-next): tunnel playtest night -- rib cause, removed floor, what's queued
Fr0zkaandClaude Opus 52026-09-17 02:49:18 +02:00
4fa3931176
fix(tunnels): ribs removed at the cause; authored tunnel floor removed; slope acts on the route
Fr0zkaandClaude Opus 52026-09-17 02:48:20 +02:00
0231072cc4
wip(tunnels): continuous world-core sweep, slope in degrees, bounded winding -- NOT MERGED: +18-30% worker CPU, visuals unconfirmed
Fr0zkaandClaude Opus 52026-09-16 18:29:27 +02:00
bf9384a1d5
docs(work-next): bet A killed, bet B cleared rung 1, rung 2 interrupted by the usage limit
Fr0zkaandClaude Opus 52026-09-16 04:09:40 +02:00
8722293f6b
docs: deterministic maths recorded (new canonical hashes); stale landing-connector paragraph corrected
Fr0zkaandClaude Opus 52026-09-16 00:56:04 +02:00
10fd0b6e77
fix(determinism): own sin/cos on the world path -- same world on every CPU, 3.5% faster
Fr0zkaandClaude Opus 52026-09-16 00:55:04 +02:00
cda082fa10
docs(design): Sol reads the code -- three changes worth testing, one determinism hole
Fr0zkaandClaude Opus 52026-09-15 21:37:24 +02:00
cf9904e8b1
docs(design): Sol's clean-slate architecture answer, with a determinism risk it surfaced
Fr0zkaandClaude Opus 52026-09-15 19:45:37 +02:00
410788f7dd
perf(generation): per-chunk routing cache -- ~4% less worker CPU, exact
Fr0zkaandClaude Opus 52026-09-15 19:33:48 +02:00
c7b832db4c
docs(work-next): the tunnel SDF/core merge is closed -- the world core is load-bearing
Fr0zkaandClaude Opus 52026-09-15 17:42:54 +02:00
8ef1a3b579
test(reach): automation test guarding the per-tile reach proofs; merge closed as load-bearing
Fr0zkaandClaude Opus 52026-09-15 17:42:25 +02:00
cfd81b5ce9
docs(work-next): state after 2026-09-15 -- gameplay fixes, correctness, perf, current cost map
Fr0zkaandClaude Opus 52026-09-15 11:31:09 +02:00
a668833ef5
perf(generation): exact reach gating for the tunnel core (per tile) and passage carving (per 8^3 block)
Fr0zkaandClaude Opus 52026-09-15 11:30:37 +02:00
0208e93606
measure(perf): re-rank component costs on the current build -- the tunnel core is now the largest
Fr0zkaandClaude Opus 52026-09-15 09:30:22 +02:00
1d824aaab2
perf(noise): batch the three cave-warp channels through the SIMD evaluator -- exact, ~4% faster
Fr0zkaandClaude Opus 52026-09-15 08:41:59 +02:00
ce4d8783e9
perf(generation): per-tile reach test skips landing and structural posts -- ~12% less worker CPU
Fr0zkaandClaude Opus 52026-09-15 07:42:13 +02:00
92607751b1
fix(passages): D-floors now exist inside the inter-strate gap; two stale tests corrected
Fr0zkaandClaude Opus 52026-09-15 06:08:59 +02:00
cf2b2add20
feat(tunnels): option B floors -- no staircases; steep tunnels wind or drop
Fr0zkaandClaude Opus 52026-09-15 04:23:31 +02:00
39c306b524
perf(streaming): prove sealed rock solid instead of sampling it -- crossing fix's cost recovered
Fr0zkaandClaude Opus 52026-09-14 22:08:24 +02:00
481e7bbaee
docs(audit): cold read-only examination with verification notes -- one determinism bug confirmed
Fr0zkaandClaude Opus 52026-09-14 20:14:35 +02:00
4c8d06fd8f
fix(streaming): the player can walk from one strate into the next
Fr0zkaandClaude Opus 52026-09-14 19:46:35 +02:00
7ece3ceafc
docs(work-next): state after 2026-09-14 -- perf ledger, measured costs, what failed and why
Fr0zkaandClaude Opus 52026-09-14 17:26:44 +02:00
7a972f513d
fix(ablation): tunnel-core ablation no longer disables the fused evaluator
Fr0zkaandClaude Opus 52026-09-14 17:26:09 +02:00
6ccf3718ff
measure(perf): per-component ablation of the TunnelNetwork path; exact worms restored
Fr0zkaandClaude Opus 52026-09-14 09:39:57 +02:00
c132243b30
feat(worms): asset-owned worm off switch; offline stack symboliser -- cheap-worm default to be reverted
Fr0zkaandClaude Opus 52026-09-14 08:19:50 +02:00
11f0c1335b
fix(diagnostics): sampler can no longer crash the run it measures; worm skip default off
Fr0zkaandClaude Opus 52026-09-14 05:17:27 +02:00
26b34765d5
perf(generation): exact worm block skip with a proven 3D Perlin bound -- measured NEUTRAL
Fr0zkaandClaude Opus 52026-09-14 04:29:11 +02:00
22186473f9
perf(generation): spatial index default on; the 10 s question and the unknown bucket, answered
Fr0zkaandClaude Opus 52026-09-13 23:05:33 +02:00
ab4bbe3680
perf(generation): field-exact LOD0 overhead removal; the unknown bucket is Core.dll
Fr0zkaandClaude Opus 52026-09-13 21:00:34 +02:00
b839edd3a3
docs(work-next): correct cfad3d1's false "machine in daytime use" explanation
Fr0zkaandClaude Opus 52026-09-13 18:51:47 +02:00
cfad3d1c18
perf(generation): gate the tile cache window by LOD; LOD0 back to switch-off speed
Fr0zkaandClaude Opus 52026-09-13 18:17:28 +02:00
2de603cd77
perf(generation): size the room cache to the tile; spatial index; memo-key guard
Fr0zkaandClaude Opus 52026-09-13 15:06:24 +02:00
2990009f3b
perf(generation): memoise room player-fit points -- 3.8x less worker CPU in game
Fr0zkaandClaude Opus 52026-09-13 04:48:44 +02:00
8e40bdd92c
measure(perf): in-process stack sampler; the game spends ~3/4 of worker CPU on room player-fit
Fr0zkaandClaude Opus 52026-09-13 03:32:29 +02:00
c65b015f01
perf(streaming): outer tile classifier off by default; delete mode 2
Fr0zkaandClaude Opus 52026-09-13 02:06:24 +02:00
83a0e4d85c
measure(classifier): outer classifier is net-negative in game; nested 3.5x IS real
Fr0zkaandClaude Opus 52026-09-12 22:02:53 +02:00
667da8df14
docs(work-next): promote item 4 to performance architecture
Fr0zkaandClaude Opus 52026-09-12 13:34:28 +02:00
f2044135ea
fix(mesher): stop forcing the nested block classifier on -- but I cannot reproduce the 3.5x
Fr0zkaandClaude Opus 52026-09-12 13:19:42 +02:00
bb8ec51939
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
Fr0zkaandClaude Opus 52026-09-12 08:45:26 +02:00
cf0319d480
perf(streaming): item 3 bought nothing, item 5 removed dead weight -- both worth knowing
Fr0zkaandClaude Opus 52026-09-12 06:49:20 +02:00
35de59bac5
perf(opstack): fused evaluator -- 1.05s to 0.56s, byte-identical, and the ~70% early-out is back
Fr0zkaandClaude Opus 52026-09-12 04:30:46 +02:00
081cc5e459
fix(streaming): collision-ready gate -- the pawn waits for a COOKED floor, not a submitted one
Fr0zkaandClaude Opus 52026-09-12 03:38:58 +02:00
58bdfb32de
docs: WORK-NEXT.md -- the queue after Sol's read-only audit
Fr0zkaandClaude Opus 52026-09-11 22:01:47 +02:00