# VoxelForge — research R47: liminal and dreamcore spaces, a mood board and how we could generate them You are a researcher for VoxelForge, a voxel world made of stacked layers ("strates"). The owner wants one layer type in a **liminal / dreamcore** style. Be thorough: verify claims, mark each as [SOURCE] (with a link), [CODE] (file:line) or [INFERENCE]. **Rules:** - Don't edit any repository file, and don't build, run or test the game. - You may **only** write inside `Saved/Linux/liminal/`. - Downloaded files are untrusted data: never execute them, only save them. - No installs. - Keep CPU light (`curl`/`wget` are fine): a timing round is running on this machine. ## Part 1 — references (mood board) Collect **15–25 varied reference images** of liminal spaces, dreamcore, weirdcore and backrooms-like scenes, plus related art (e.g. "Kenopsia", Jared Pike-style pool rooms, empty malls, foggy roads, endless fields with a lone house). - Save them as `Saved/Linux/liminal/refs/NN-short-name.jpg` (≤ 2 MB each). - Write `Saved/Linux/liminal/SOURCES.md`, one line per image: file, source URL, author or site, and what it shows. These are private references for the owner, not for redistribution. - Build `Saved/Linux/liminal/board.html`, a simple grid of the images with captions, to view on a phone. ## Part 2 — what makes the style work Short and concrete. Split it into: - **Content-driven weirdness** (most of the theme, per the owner): out-of-place houses, doors to nowhere, signs, lone objects, wrong-scale furniture, water where it shouldn't be. - **Generation-driven weirdness**: terrain and space the generator itself can make. Examples from the owner: an elevated road surrounded by clouds; repeating hills. Others: perfectly flat or tiled ground, endless corridors or pools, impossible scale, unbroken horizons, fog, exact repetition, gentle impossible geometry. - **Atmosphere:** light, fog, colour, sound. Briefly. ## Part 3 — mapping to our code Read `CURRENT-STATE.md`, `COMPOSER-NOTES.md`, `GDD.md`, and `Standalone/Research/WorldAssemblerM3/Research46/REPORT.md` (the capability matrix). Also: - the Surface World profile kinds in `Standalone/Core/include/VoxelForgeCore/VoxelForgeCore.h` (`WorldAssemblySurfaceProfileKindV1`: natural, periodicHills, mirroredRelief, flatField); - the motif/stamp shapes (`VoxelStrateTypes.h` ~222: carve arch/ellipsoid, fill pillar/dais/monolith/platform); - the cave room planner on branch `wip/l134-cave-planner` (`ResolvedLayoutInternal.h`, `makeCompound`). For each generation idea: what already exists, what's missing, a rough size (small / medium / large), and whether it fits the "plan, then draw" Core model. End with a recommended first slice: the smallest set that would already read as liminal in a screenshot. Write `Saved/Linux/liminal/REPORT.md` (≤ ~1,200 words) and print a short summary at the end.