# VoxelForge — read-only design review: stamp tunnels along the curve instead of searching the curve per sample You are reviewing a design idea against real code. **Do not edit, create or delete any file, and do not build or run anything.** Read code and reason. Be thorough; mark each claim as [CODE] (with file:line), [MEASURED] (from a report), or [INFERENCE]. ## Context VoxelForge Core (`Standalone/Core`) generates a density field: negative = solid, positive = air, 25 cm voxels, 32³ tiles, LOD0–8 clipmap, marching cubes. Same seed must give the same world on every machine and worker count; byte-identity with older versions is NOT required. Inter-strate tunnels ("passages") on branch `wip/l111-halfpipe-spline` (HEAD `707bc61`) are a smooth spline swept tube: - a D-shaped walkable floor with a continuous floor height h(s), max grade 15°; - a rounded crest; - an open-air half-pipe where there is no rock; - a thin solid shell ("plain shell rule": interior always air, a thin shell always solid); - smooth-min where tunnels meet; - mouths that ramp into the ground. Key code: `Standalone/Core/src/ShapeWorldInternal.h` (`FScopedPassageTileQueries`, `prepareSweptTubeBase`, around lines 374 and 11436), `Standalone/Core/src/VoxelForgeCore.cpp:~2747`. Reports: `Standalone/Research/WorldAssemblerM3/Linux109` … `Linux119` (REPORT.md each). Cost today [MEASURED, L117–L119]: the smooth tunnel is 13–22% slower than the coarse L109 tunnel at LOD0–2 readiness. About 95% of the extra cost is in passage-feature tiles. The causes: sweep pairs (sample × curve segment), exact fallbacks that re-scan segments for off-grid queries, segment visits, per-tile prepare, and smooth-min. ## The idea to review (owner + orchestrator) Today each sample "pulls": it searches for the nearest curve segment and computes a distance. Proposed: "push"/stamp. For each tile, walk the curve in rings (frames: position, forward, up, as with an Unreal spline mesh) and write the tube's signed distance into only the lattice samples near each ring. Only a narrow band of about one voxel around the wall needs an exact value; deep rock only needs "rock" and the tunnel interior only needs "air". Off-grid queries (normals/gradients at seams, gameplay point queries) would read the stamped lattice, interpolating, instead of re-searching the curve. Also: accept curve accuracy at one voxel (25 cm) rather than 2.5–10 cm, and build the curve frames once per route rather than per tile. ## Questions 1. Is the cost model right? From the code, what does a passage-feature tile do per sample today, and what would stamping replace? Estimate the work ratio (samples touched × ops) for a typical LOD0 tile and for LOD1–2. 2. What breaks or gets harder, concretely in this code? - box verdicts/tile skipping (`ClassifyTile`-style proofs that a tile is all solid/air); - seams between tiles: both neighbours must stamp identical values at shared samples, deterministically; - LOD levels (coarser lattices); - off-grid `DensityAtUnclamped` queries and gradients; - min/smooth-min with the rest of the field and with other tunnels; - the floor h(s), half-pipe, shell, mouths; - walk audits; - thread safety. 3. Is "write into the lattice" compatible with how density is evaluated (lattice fill vs point evaluation)? If the pipeline is pull-only, what is the smallest change that gets the push benefit? For example, a per-tile sparse band list built by walking rings, then lookups during fill. 4. Is there a simpler or cheaper alternative we're missing? For example, an analytic local frame per sample from the spline parameter, or a coarse per-tile segment window that is already almost free. 5. Recommendation: the design you would build, in steps, with the evidence bar (what measurement would prove or kill it). Keep it short. Write your answer as plain Markdown, at most ~1,200 words.