# VoxelForge — Code Map & Knowledge Index > Purpose: a navigation index so anyone (human or AI) can locate and modify code > without re-reading the whole plugin. Anchors are `File:line` — line numbers drift > as code is edited, so trust the **symbol name** first and the line as a hint. > > Plugin root: `Source/VoxelForge/` · ~8,300 lines of C++ across 25 files. > Comments in the code are mixed **French + English**. UE module = `VoxelForge` (Runtime). --- ## 1. What this plugin is A **density-field voxel terrain** plugin for Unreal Engine, built around underground **"strates"** (vertical geological layers, each a self-contained mini-world). - **No block grid.** Terrain is a continuous scalar density field evaluated on the fly from world coordinates. Convention: **negative = solid rock, positive = air** (the Marching Cubes convention used throughout). - **Marching Cubes** turns the density field into a smooth mesh per 32³ chunk. - **Strates** stack downward from Z=0. Each strate is a `UVoxelStrateDefinition` data asset that picks a generator type and a huge bag of cave-shaping params. - **Async streaming**: chunks load/unload around the player on background tasks; meshes are applied on the game thread under a per-frame budget. - **Player edits** (carve/fill) are stored as a *diff layer* added on top of the procedural density — procedural generation stays deterministic. ### Core terminology | Term | Meaning | |------|---------| | Chunk | 32×32×32 voxels (`CHUNK_SIZE`). Voxel = 25 cm (`VOXEL_SIZE`). | | Density | Scalar field. `< 0` solid, `> 0` air, `0` = surface (`IsoLevel`). | | Strate | Vertical layer of the world, stacked downward. Has its own generator + params. | | Generator type | Archetype per strate: `TunnelNetwork`, `FlatPlain`, `CrystalChamber`, `Maze`, `SurfaceWorld`, `VerticalShafts`, `FloatingIslands`, `Underwater`. See §8. | | (0,0) spine | Guaranteed open landing column at world XY (0,0) in every strate; descent is player-dug through the seals. See §8. | | Terrain op | Optional density modifier (pit, arch, terrace…) attached to a strate. | | Passage | Carved tunnel connecting two adjacent strates (progression path). | | Diff layer | Player carve/fill modifications stored on top of procedural density. | | Epoch | Generation counter; stale async results are discarded on mismatch. | --- ## 2. The big picture — data flow ``` AVoxelWorld (actor, orchestrator) Tick → UpdateChunksAroundPosition │ (load/unload around player, by distance + LOD) ▼ LoadChunk → UE::Tasks::Launch ──────────► background thread │ UVoxelMarchingCubesMesher::GenerateMesh(chunk, step) ◄────────────────┘ │ samples density per cell corner ▼ UVoxelGenerator::GetDensityAt(x,y,z) ← THE density entry point │ asks StrateManager which strate/params/generator-type applies ├─ TunnelNetwork → GetDensityWithParams() (rooms+tunnels+ops+worms+seal+passages) │ └─ VoxelCaveMorphology::BuildChunkCache + EvaluateSDFCached (room/tunnel SDF) ├─ FlatPlain / CrystalChamber → GetSlabDensity() (floor+ceiling+columns+seal+passages) └─ + UVoxelDiffLayer::GetDensityOffset() (player carve/fill) │ ▼ FVoxelMeshData (verts/tris/uvs/normals) ProcessQueue (lock-free) ──► game thread: ProcessPendingChunks → ApplyMeshToChunk (RealtimeMeshComponent) ``` `UVoxelStrateManager` is the side oracle: "what strate is at this Z, what params, what generator type, and is there a passage/elevator SDF near here?" --- ## 3. File-by-file reference Paths relative to `Source/VoxelForge/`. `Public/` = headers, `Private/` = impl. ### 3.1 Module & build | File | Role | |------|------| | `../../VoxelForge.uplugin` | Plugin manifest. One Runtime module `VoxelForge`. Beta. | | `VoxelForge.Build.cs` | Deps: Core, CoreUObject, Engine, **GameplayTags**, **RealtimeMeshComponent**. | | `Public/VoxelForgeModule.h` / `Private/VoxelForgeModule.cpp` | `FVoxelForgeModule` boilerplate (Startup/Shutdown just log). | ### 3.2 Foundational types — `Public/VoxelTypes.h` (no UClass, everyone includes it) | Symbol | Line | Notes | |--------|------|-------| | `CHUNK_SIZE` (32), `CHUNK_SIZE_SQUARED`, `CHUNK_VOLUME` | 19-21 | Chunk dimensions. (64³ tried for fewer draws → reverted: streaming too bursty. fps is fixed render-side instead.) | | `VOXEL_SIZE` (25.0f cm) | 23 | World scale. | | `EVoxelFace` enum + `GetFaceDirection` / `GetFaceNormal` | 33-61 | 6 cube faces. | | `WorldToChunkCoord` / `WorldToLocalCoord` / `ChunkToWorldPos` | 74-104 | Coord-space conversions (handle negatives via floor/positive-modulo). | | `LocalToIndex` / `IndexToLocal` / `IsValidLocalCoord` | 107-131 | Flat-array 3D↔1D indexing. | | `SmoothStep01` | 140 | 3x²-2x³ — used everywhere for blends. | | `VOXEL_NOISE_SCALE` (1.25f) | 147 | Rescales UE PerlinNoise3D to ~[-1,1]. | | `FVoxelMeshData` struct | 157-173 | Mesher output (Vertices/Triangles/UVs/Normals/**Colors**). Plain C++, not USTRUCT. `Colors` = F6 material masks (R=dominant biome palette, G=slope, B=border blend weight, A=neighbour biome palette). §8.15. | ### 3.3 Chunk identity — `Public/VoxelChunk.h` `FVoxelChunk` (USTRUCT, line 19): just a `ChunkCoord` + `GetWorldPosition()`. In a density-only world the chunk stores no voxels — it's a coord wrapper. Room to cache per-chunk info later. ### 3.4 Settings — `Public/VoxelSettings.h` `UVoxelSettings : UPrimaryDataAsset` — the single tuning asset assigned on `AVoxelWorld`. | Group | Fields (line) | |-------|---------------| | Streaming | `ViewDistanceXY=16`, `ViewDistanceUp/Down=5`, `MaxConcurrentTasks=16`, `MaxMeshAppliesPerFrame=4` (defaults — actual values live on the data asset) | | LOD | `LOD0Distance=4`, `LOD1Distance=8` | | Rendering | `VoxelMaterial` (61) | | Strates | `Seed` (69), `CurrentSeason=1` (73), `StratePool` (78), `FixedStrates` map (83), `TotalStrates=10` (87) | | Carving budget | `MaxModifications=0` (97), `MaxBrushRadius=15` (102), `MaxTotalVolume=0` (107). 0 = unlimited. | ### 3.5 World orchestrator — `Public/VoxelWorld.h` + `Private/VoxelWorld.cpp` `AVoxelWorld : AActor` — owns everything, drives streaming. Also `FChunkResult` struct (VoxelWorld.h:35) = async task payload (coord, chunk, meshdata, LOD, **Epoch**). **Owned objects (UPROPERTY):** `Settings`, `Generator`, `Mesher`, `StrateManager`, `DiffLayer` (VoxelWorld.h:55-78). **Storage:** `Chunks` map, `ChunkMeshes` map, `ChunkLODs`, `ProcessQueue` (TQueue), `PendingChunkCoord` (TSet) (VoxelWorld.h:85-312). **Async state:** `bShuttingDown`, `ActiveTaskCount` (atomics), `GenerationEpoch`. | Method | .cpp line | Role | |--------|-----------|------| | `AVoxelWorld()` ctor | 12 | Enables Tick. | | `RegenerateAllChunks()` | 21 | Bumps epoch, unloads all → Tick reloads. CallInEditor button. | | `PostEditChangeProperty` | 45 | Editor live-edit hook. | | `OnObjectModifiedInEditor` | 58 | Regenerates when a strate asset is edited (if `bLiveEditStrates`). | | `EndPlay` | 140 | Sets `bShuttingDown`, **waits for `ActiveTaskCount`→0**, unbinds delegate. | | `BeginPlay` | 177 | Constructs Generator/Mesher/StrateManager/DiffLayer, wires services, seeds. | | `Tick` | 220 | `UpdateChunksAroundPosition(player)` + `ProcessPendingChunks()`. | | `GetPlayerPosition` | 231 | Pawn position or zero. | | `GetLODForChunk` / `LODToStep` | 242 / 268 | Distance→LOD (0/1/2) → step (1/2/4). | | `IsChunkInRange` | 275 | View-distance test. | | `ProcessPendingChunks` | 301 | Drains ProcessQueue under per-frame budget; **discards stale epochs**; applies meshes. | | `UpdateChunksAroundPosition` | 362 | Builds desired set, sorts by distance, loads/unloads, handles LOD changes. | | `LoadChunk` | 445 | Budget check → `UE::Tasks::Launch` background gen+mesh; RAII task guard. | | `UnloadChunk` | 493 | Destroys mesh component + map entries. | | `ApplyMeshToChunk` | — | Upload geometry. **LOD0 → own component (`ChunkMeshes`, collision); LOD1/2 → batched into one component per region (`ChunkRegions`), each chunk a SectionGroup, no collision.** Handles LOD promote/demote between the two. §8.10. | | `ChunkToRegion` / `ChunkSectionGroupName` / `RemoveChunkFromRegion` / `DestroyIndividualChunkComponent` | — | Plumbing for the batched far-chunk scheme. | | `GetStrateAtPosition` | 679 | Gameplay query → strate index. | | `CarveAtPosition` / `FillAtPosition` | 691 / 709 | Build `FVoxelModification` → DiffLayer → RemeshDirtyChunks. | | `ClearAllModifications` | 726 | Clears diff layer, regenerates. | | `ChangeSeed` | 740 | **Season reset**: new seed everywhere, clear diffs, bump season, reload. | | `GetCurrentSeed` / `GetCurrentSeason` | 784 / 789 | Accessors. | | `RemeshDirtyChunks` | 798 | Re-queue loaded chunks for async re-mesh (no visual pop). | > **Game-thread profiling (Perf):** `AVoxelWorld::Tick` and its sub-steps are wrapped in `TRACE_CPUPROFILER_EVENT_SCOPE` — `VoxelForge_Tick / UpdateChunks / BuildDesiredTiles / CullTiles / SubmitTiles / ProcessPending / ProcessUnload / UpdateDecorations / UpdateWater`. Capture a `Count/Incl/Excl` Insights timer export and read the `Excl` column to see which step owns the per-frame cost (the actor tick shows as `BP_VoxelWorld_C` if subclassed in BP). `VoxelForge_GenerateMesh` is worker-side (off the frame). ### 3.6 Density generator — `Public/VoxelGenerator.h` + `Private/VoxelGenerator.cpp` `UVoxelGenerator : UObject` — lightweight; holds `Seed`, and injected services `StrateManager` + `DiffLayer` (both nullable). This is **where terrain shape lives.** | Symbol | .cpp line | Role | |--------|-----------|------| | `FractalNoise3D` (static) | 25 | fBM (layered Perlin). | | `RidgedNoise3D` (static) | 55 | Ridged multifractal — craggy. | | `CellularNoise3D` (static) | 101 | Worley/cellular — grotto/scallop. | | `ApplyBoundarySeal` (static) | 170 | Solidifies strate top/bottom shells. | | `ApplyPassageCarving` (static) | 197 | Punches passages/elevator through the seal. | | `InitializeSettings` | 211 | Copies seed from settings. | | **`GetDensityAt`** | 218 | **Entry point.** Picks strate + generator type, dispatches, adds diff offset. | | **`GetDensityWithParams`** | 277 | TunnelNetwork pipeline (~1000 lines). See §4. | | **`GetSlabDensity`** | 1306 | FlatPlain/CrystalChamber pipeline. See §4.2. | | `ComputeSurfaceTerrainZ` / `GetSurfaceDensity` | — | SurfaceWorld heightfield → terrain Z, then density; biome **output-blend** lerps dominant/neighbour heights (`ParamsD`/`ParamsN`/weight). §8.14. | | `SampleRelief` / `SampleMoisture` | — | Climate fields (pure XY, [0,1]). Relief = shared source of truth for the relief map M. §8.14. | | `SampleBiomeAt` | — | Warped-Voronoi + climate biome query (dominant + neighbour + weight). Reference used by the preview bake + `GetDominantBiomeAt`. §8.14. | | `ResolveBiomeSampleAt` / `RebuildBiomeGrid` | — | Hot-path biome resolve (FBiomeSample) via a box-validated per-chunk cell-grid cache. Bit-identical to `SampleBiomeAt`. §8.14, §8.10. | | `GetDominantBiomeAt` | — | Game-thread query → dominant biome ASSET (content/atmosphere). §8.14. | ### 3.7 Cave morphology (SDF rooms/tunnels) — `Public/VoxelCaveMorphology.h` + `.cpp` Header is rich with inline docs. Two namespaces + a per-chunk cache system. - `namespace VoxelSDF` (h:46): `Sphere`, `Ellipsoid`, `Capsule`, `RoundedBox`, `TaperedCapsule`, `SmoothMin`, `SmoothMax` — all FORCEINLINE SDF primitives. - `namespace VoxelHash` (h:158): `Mix`, `Cell`, `Pair`, `ToFloat01`, `ToFloatSigned` — deterministic hashing for room/tunnel placement (no storage, infinite worlds). - Cache structs (h:224-330): `FCachedRoom`, `FCachedTunnel`, `FCachedPit`, `FCachedChimney`, `FCachedColumn`, `FChunkSDFCache`. - `namespace VoxelCaveMorphology`: | Function | .cpp line | Role | |----------|-----------|------| | `BuildChunkCache` | 47 | **Phase 1** (once/chunk): collect rooms, guaranteed backbone (`bTunnelsFlowTowardOrigin`: tree rooted at the (0,0) hub — every room reachable, links flow inward; false = legacy NN forest), slope-aware link metric (`TunnelHorizontalBias` now applies to backbone too), decide tunnels, **cull zero-connection rooms** (no sealed bubbles), store rooms by their OWN reach (fixes origin-room clipping at `MaxInfluence`), pre-bake pits/chimneys/columns, hash-roll per-room terrain op. | | `EvaluateSDFCached` | 589 | **Phase 2** (per voxel): SmoothMin over cached rooms/tunnels; returns nearest room idx for terrain-op lookup. | | `EvaluateSDF` | 738 | Convenience wrapper (builds temp cache) for one-off queries. | Performance note (h:209-220): caching rooms/tunnels once per chunk instead of per voxel is the single biggest CPU win. ### 3.8 Strate system **`Public/VoxelStrateTypes.h`** — shared structs/enums (1228 lines, the data vocabulary): | Symbol | Line | Role | |--------|------|------| | `EVoxelPassageType` | 38 | Sloped/Vertical/Spiral/Cascading/Crack passage shapes. | | `ESurfaceType` | 78 | Floor/Wall/Ceiling/Any (decoration placement). | | `EVoxelNoiseType` | 99 | FBM/Ridged/Mixed/Cellular. | | `ECaveGeneratorType` | 146 | TunnelNetwork / FlatPlain / CrystalChamber. | | `EVoxelStrateTransition` | 183 | Gradient / Hard / Interleaved boundary blends. | | **`FStrateGenerationParams`** | 213 | The giant TunnelNetwork param bag (rock, worms, rooms, tunnels, warp, roughness, all terrain-op transport fields, boundary seal). `Lerp()` static at 844 blends two sets at boundaries. | | `FStrateTerrainOpEntry` | 965 | Soft-ptr to a terrain op + Weight + Probability. | | **`FSlabGenerationParams`** | 1019 | Floor/ceiling heights, roughness, columns, seal — for slab generators. | | `FStrateDecoration` / `FStrateAmbientActor` / `FStrateCreature` | 1160 / 1192 / 1212 | Content spawn entries (consumed by future systems). | **`Public/VoxelStrateDefinition.h`** — `UVoxelStrateDefinition : UPrimaryDataAsset` (line 36). One asset = one strate *type*. Fields: identity, `StrateHeightInChunks`(60), `TransitionType`(79)/`TransitionBlendChunks`(89), `GeneratorType`(102), `GenerationParams`(113), `SlabParams`(124), `Biomes[]`+`BiomeMapParams` (the biome list + field tuning — empty ⇒ unchanged world, §8.14), `TerrainOperations`(147), visuals/fog/light, content lists, audio, `GameplayTags`(223). EditConditions show/hide param groups by generator type. **`Public/VoxelStrateManager.h` + `.cpp`** — `UVoxelStrateManager : UObject` (h:108). Maps depth→strate at runtime; owns passages. - `FVoxelPassage` (h:39): endpoints, radius, type, control points. - `FStrateSlot` (h:84): definition + chunk-Z range + index. | Method | .cpp line | Role | |--------|-----------|------| | `Initialize` | 10 | Builds the stacked layout from settings+seed (fixed slots + shuffled pool), then `GeneratePassages`. | | `GeneratePassages` | 146 | Deterministic passages between consecutive strates (per-type control points). | | `EvaluateModifierSDF` | 357 | SDF of passages at a point (for carving). Per-chunk `thread_local` shortlist (`PassagesVersion`-stamped) → far chunks return `FLT_MAX` without walking `Passages`. §8.10. | | `FindSlotIndexForChunkZ` | 427 | Z → layout index. | | `GetStrateAt` / `GetStrateIndex` | 443 / 455 | World-Z queries. | | `GetStrateForChunk` | 466 | Chunk → definition. | | `GetGeneratorTypeForChunk` | 476 | Chunk → generator type. | | `GetSlabParamsForChunk` | 490 | Slab params with runtime Z bounds (no blend — slabs use Hard). | | `GetBiomeContextForChunk` | — | Flatten the strate's `Biomes[]` + `BiomeMapParams` into a POD `FBiomeContext` for the biome field. Empty ⇒ biomes disabled. §8.14. | | `GetGenerationParams` | 515 | **Blended** TunnelNetwork params (handles Gradient/Hard/Interleaved transitions). | | `BuildParamsFromDefinition` (static) | 771 | Base params + merge all referenced terrain op assets. The one place ops fold into params. | **`Public/VoxelTerrainOpDefinition.h` + `.cpp`** — `UVoxelTerrainOpDefinition : UPrimaryDataAsset` (h:67). One asset = one terrain op. `EVoxelTerrainOpType` (h:36): Terrace, LayerLines, Ribbing, Cliff, Scallop, Overhang, Arch, Column, Pit, Chimney, Dome, Pinch. Per-type param groups gated by EditCondition. `ApplyTo(OutParams, Weight)` (.cpp:6) copies only the active type's fields into `FStrateGenerationParams`, scaled by Weight. **`Public/VoxelBiomeTypes.h`** (NEW) — biome vocabulary. `FBiomeMapParams` (Voronoi cell size / border warp+blend / climate field freqs), `EBiomePreviewChannel` (preview-bake selector), and plain runtime PODs `FBiomeResolved` / `FBiomeContext` / `FBiomeSample` / `FChunkBiomeCache` (the box-validated per-chunk grid cache). See §8.14. **`Public/VoxelBiomeDefinition.h` + `.cpp`** (NEW) — `UVoxelBiomeDefinition : UPrimaryDataAsset`. One asset = one biome: identity + `DebugColor`, climate placement box (`ReliefMin/Max`, `MoistureMin/Max`), terrain override (`bOverrideTerrain` + `GeneratorType` + archetype params), content profile (`Decorations`/`AmbientActors`, atmosphere override, `WaterMaterial`, `MaterialPaletteIndex` (F6 — baked to vertex colour, §8.15)), `GameplayTags`. Referenced from `UVoxelStrateDefinition::Biomes[]`. Generator-agnostic (surface biomes now, cave biomes later). §8.14. ### 3.9 Player edits — `Public/VoxelDiffLayer.h` + `.cpp` `UVoxelDiffLayer : UObject` (h:77). Stores `FVoxelModification` (h:43: Center/Radius/Strength; **negative Strength = carve, positive = fill**) grouped by chunk in `TMap ChunkMods`. | Method | .cpp line | Role | |--------|-----------|------| | `SetBudget` | 10 | From VoxelSettings carving caps. | | `CanModify` | 20 | Budget check (no consume) — for UI. | | `GetRemainingModifications` / `GetRemainingVolume` | 47 / 53 | -1 = unlimited. | | `ApplyModification` | 63 | Enforces budget, stores in all overlapped chunks, returns dirty coords. | | `GetDensityOffset` | 131 | Per-voxel combined diff (smoothstep falloff, additive). | | `HasModifications` | 160 | Fast reject for hot path. | | `Clear` | 170 | Wipe all (season reset). | | `GetTotalModificationCount` / `GetModifiedChunkCount` | 182 / 192 | Stats. | ### 3.10 Mesher — `Public/VoxelMarchingCubesMesher.h` + `.cpp` `UVoxelMarchingCubesMesher : UObject` (h:21). Holds `Generator` ptr, `IsoLevel=0`, `GradientOffset=1`. | Method | .cpp line | Role | |--------|-----------|------| | `GetDensity` | 11 | Local coord → world → `Generator->GetDensityAt`. | | `InterpolateEdge` | 28 | Linear edge crossing between two corner densities. | | `ComputeGradientNormal` | 48 | Central-difference gradient → smooth normal. | | **`GenerateMesh`** | 75 | The MC loop over cells; `Step` controls LOD sampling. | **`Public/MarchingCubesTables.h`** — `EdgeTable` + `TriTable` reference data (Paul Bourke). Cube corner/edge layout documented at top (lines 7-37). Rarely needs editing. ### 3.11 Per-chunk content & per-strate atmosphere (2026 redesign — see §8) | File | Role | |------|------| | `Public/Private/VoxelContentManager.h/.cpp` | `UVoxelContentManager` — distance-based world-grid decoration scatter (no LOD pop, surface-snapped via `GetDensityAt`) + level-0 water planes. Owned by `AVoxelWorld`. §8.5. | | `Public/Private/VoxelAtmosphereManager.h/.cpp` | `UVoxelAtmosphereManager` — per-strate fog/skylight + persistent ceiling/floor layer actors + full `AtmosphereActor` override. Owned by `AVoxelWorld`. §8.6. | > The big 2026 redesign (8 archetypes, (0,0) spine, inter-strate gap, per-strate passages, > disturbances, content/atmosphere, brush shapes, perf invariants) is documented in **§8** — > read it first when touching generation/strates/passages. --- ## 4. The density pipeline (most-edited hot path) ### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:277 Stage order (negative=solid throughout). Each stage's anchor: | Step | Line | What | |------|------|------| | 1 — Vertical scale | 307 | Stretch Z before noise (`VerticalScale`). | | 2 — Base density | 316 | Everything starts solid at `BaseDensity`. | | 3 — Cave warp | 321 | Domain-warp the SDF query coords (organic shapes). | | 4 — SDF morphology | 368 | Rooms+tunnels via `BuildChunkCache`/`EvaluateSDFCached`. | | 4b — Surface roughness | 564 | Volumetric noise near surfaces (fBM/Ridged/Mixed). | | 4c–4h — Terrain ops | 688 | Per-room op applied near surfaces. Sub-anchors below. | | · Terracing | 727 | Step-like ledges. | | · Layer lines | 823 | Horizontal grooves (sin of Z). | | · Ribbing | 853 | Parallel ridges (sin of Z). | | · Overhangs | 882 | Low-Z-freq noise shelves. | | · Cliff sharpening | 918 | Amplify vertical gradient. | | · Scallop | 962 | Cellular erosion bowls. | | · Arch/Bridge | 998 | Hash-placed capsules across voids. | | 4d — Columns | 1053 | Pre-baked vertical cylinders. | | 4g — Domes | 1077 | Room-relative hemispherical ceilings. | | 4h — Pinch | 1142 | Passage bottlenecks. | | 5 — Worm tunnels | 1241 | abs(noise1)+abs(noise2), masked by distance-to-network (`WormNetworkRange`: braids hugging rooms/tunnels, no far-field speckle; 0 = legacy unmasked). | | 6 — Boundary seal | 1274 | Solid top/bottom shells (`ApplyBoundarySeal`). | | 7 — Inter-strate passages | 1281 | Carve passages/elevator (`ApplyPassageCarving`). | ### 4.2 `GetSlabDensity` (FlatPlain / CrystalChamber) — VoxelGenerator.cpp:1306 | Step | Line | What | |------|------|------| | 1 — Floor surface | 1317 | Noisy floor height. | | 2 — Ceiling surface | 1343 | Formations hang downward (`abs(noise)`). | | 3 — Void→base density | 1379 | Solid outside [floor,ceiling]. | | 4 — Columns | 1399 | World-space hash grid, full-height. | | 5+6 — Seal + passages | 1461 | Same seal/passage carving as TunnelNetwork. | --- ## 5. "I want to change X" → go here | Goal | Location | |------|----------| | Chunk size / voxel scale | `VoxelTypes.h:19-23` (rebuild everything). | | View distance / task budget / LOD distances | `VoxelSettings.h` (no recompile of logic — data asset). | | LOD step mapping | `AVoxelWorld::LODToStep` VoxelWorld.cpp:268; `GetLODForChunk` :242. | | How chunks stream in/out | `UpdateChunksAroundPosition` VoxelWorld.cpp:362. | | Async threading / stale-result handling | `LoadChunk` :445, `ProcessPendingChunks` :301, Epoch logic. | | Add a new cave feature / terrain op | Add enum in `VoxelTerrainOpDefinition.h:36`, params there, `ApplyTo` (.cpp:6), transport fields in `FStrateGenerationParams`, consume it in a new Step inside `GetDensityWithParams`. | | Tweak room/tunnel shapes | `VoxelCaveMorphology.cpp` `BuildChunkCache` :47 / `EvaluateSDFCached` :589. | | Worm tunnel behavior | `GetDensityWithParams` Step 5, VoxelGenerator.cpp:1241. | | Strate stacking / which strate where | `UVoxelStrateManager::Initialize` :10. | | Boundary blend between strates | `GetGenerationParams` :515 + `FStrateGenerationParams::Lerp` (StrateTypes.h:844). | | Passages between strates | `GeneratePassages` :146 + `EvaluateModifierSDF` :371 + `ApplyPassageCarving` (Generator.cpp:197). | | Player carve/fill | `CarveAtPosition`/`FillAtPosition` VoxelWorld.cpp:691/709 → `UVoxelDiffLayer::ApplyModification` :63. | | Mesh smoothness / normals | `UVoxelMarchingCubesMesher::ComputeGradientNormal` :48, `IsoLevel`/`GradientOffset` (h:51/55). | | New slab/flat-world generator | `GetSlabDensity` Generator.cpp:1306 + `FSlabGenerationParams` (StrateTypes.h:1019). | | Biome placement / layout | `BiomeMapParams` on the strate (cell size, warp, climate freqs) + each biome's climate box. Bake `AVoxelWorld::BakeBiomePreview` to tune. §8.14. | | What a biome does to terrain | A full archetype param override on the biome (`bOverrideTerrain` + `SurfaceParams`); surface output-blends dominant/neighbour heights in `GetSurfaceDensity`. Caves = content/atmosphere only (determinism, §8.14). | | Add a biome / biome content | New `UVoxelBiomeDefinition` asset → add to the strate's `Biomes[]`. §8.14 / §8.12. | | Season reset | `AVoxelWorld::ChangeSeed` :740. | --- ## 6. Conventions & gotchas - **Density sign is the #1 source of confusion.** Internally (MC) **negative = solid, positive = air**. Carve = subtract density (toward positive); Fill = add (toward negative). `FVoxelModification::Strength` negative = carve. Comments sometimes say the inverse in different layers — trust the MC convention at the mesher. - **Coordinate units:** density functions take **voxel coords** (not cm). World↔voxel conversions live in `VoxelTypes.h`. Mesher converts before calling the generator. - **Determinism:** all randomness is hash-of-(coord, seed, strateIndex) — no RNG state. Same seed ⇒ identical world. Player edits are the only non-deterministic overlay. - **Async safety:** background tasks must check `bShuttingDown` and only touch the generator/mesher (no UObject mutation). Results return via `ProcessQueue`. `EndPlay` blocks until `ActiveTaskCount == 0`. - **Epoch:** every regeneration bumps `GenerationEpoch`; results tagged with an old epoch are dropped in `ProcessPendingChunks`. Always carry the epoch through new async paths. - **Generated code** under `Intermediate/` and `Binaries/` is build output — never edit. `*.generated.h` / `*.gen.cpp` are UHT output for the `UCLASS`/`USTRUCT` above. --- ## 7. Files NOT to touch `Binaries/`, `Intermediate/` — compiler/UHT output, regenerated on build. `MarchingCubesTables.h` — canonical reference tables, only change if switching MC variant. --- ## 8. Archetypes, spine, disturbances, content & carving (2026 redesign) A large A-to-Z expansion. The world is a stack of strates the player descends through; each strate can be a fundamentally different *archetype*, connected at (0,0). ### 8.1 Archetypes (`ECaveGeneratorType`, VoxelStrateTypes.h) Each archetype has its own param `USTRUCT` (on `UVoxelStrateDefinition`, EditCondition-gated by `GeneratorType`) and its own density function in `VoxelGenerator.cpp`, dispatched by the `switch` in `GetDensityAt`. | Archetype | Params struct | Density fn | Idea | |-----------|---------------|------------|------| | TunnelNetwork | `FStrateGenerationParams` | `GetDensityWithParams` | rooms+tunnels (original) | | FlatPlain / CrystalChamber | `FSlabGenerationParams` | `GetSlabDensity` | floor/ceiling void (original) | | Maze | `FMazeGenerationParams` | `GetMazeDensity` | tight corridors on a 3D lattice (per-voxel, no cache; edge = lower node + axis hash) | | SurfaceWorld | `FSurfaceGenerationParams` | `GetSurfaceDensity` | heightfield terrain: domain-warped continents+ridged mtns+detail, a low-freq **relief map** (`M`) that scales mountains/elevation for plains↔highland variety, opt-in plateau **terracing**, beaches at water line, high sky-cap ceiling. The cap is shapeable terrain in its own right (`ComputeSurfaceCeiling`, `Surface|Sky` params: `CeilingUndulation` broad inverted hills/valleys, `CeilingRidgeStrength` hanging ridgelines, `CeilingRoughness`+freq fine bumps, `CeilingWarp*`) — defaults (strengths 0, freq 0.04) = old flat-ish cap. (`Surface|Macro` params = the cheap precursor to biomes; `ReliefStrength=0` ⇒ old uniform terrain.) **Sky-cap tiles don't cast shadows**: `ApplyMeshToTile` classifies a near tile as ceiling (centre above the terrain↔cap midpoint via the `GetSurfaceHeightAt` oracle) and drives the **RMC per-section** `FRealtimeMeshSectionConfig::bCastsShadow` (NOT the component `SetCastShadow` — RMC's proxy ignores the component flag; this is also why level≥2 far tiles only stopped casting once the section flag was wired). So the rock ceiling never shadows the terrain below it (cap and ground are one mesh but live in different clipmap tiles). The same `bIsCeiling` classification (now computed at every LOD, not just near tiles) also selects the strate's `CeilingMaterial` when set, so the shadowless overhead rock can be tinted/darkened separately from the ground instead of reading flat/bright. | | VerticalShafts | `FVerticalShaftParams` | `GetVerticalShaftDensity` | full-height shafts + horizontal connectors + partial ledges | | FloatingIslands | `FFloatingIslandParams` | `GetFloatingIslandDensity` | asymmetric islands: flat land top + underside tapering to a point, lobed (domain-warped) outline, in an open void | | Underwater | `FStrateGenerationParams` + water | (reuses `GetDensityWithParams`) | tunnel rock + high water table | All density fns share the convention: internal **positive=solid**, apply origin spine → boundary seal → inter-strate passages, then `return -Density` (MC: negative=solid). StrateManager provides params per chunk via `GetMaze/Surface/VerticalShaft/FloatingIslandParamsForChunk` (macro `VF_ARCHETYPE_PARAMS_GETTER`) — no cross-boundary blend (Hard transitions between archetypes). On top of the archetype, an optional **biome** layer (§8.14) modulates terrain & content WITHIN a strate via a window-invariant XY field — currently wired into SurfaceWorld. ### 8.2 (0,0) spine & hybrid connections - `ApplyOriginSpine` (VoxelGenerator.cpp, static helper) carves a guaranteed open vertical column at XY (0,0) in every strate's **interior** (seals untouched). Radius = `UVoxelGenerator::OriginSpineRadius` ← `VoxelSettings::OriginSpineRadius`. Called before every `ApplyBoundarySeal`. - Descent is **player-dug** through the thin seals at (0,0). The single auto-opened connection is the **surface entry shaft** at (0,0) through the top of strate 0 (`GeneratePassages`, `bOpenSurfaceEntry`). - **Hybrid extras:** auto-carved *shortcut* passages per boundary, placed away from (0,0). Now fully **per-strate** — see §8.8 (the upper strate's `PassageConfig` drives count/style/shape). ### 8.3 Disturbance layer (the "wow" post-process) `FStrateDisturbanceParams` (on the definition, all archetypes). `ApplyDisturbances` (VoxelGenerator.cpp static, **MC convention**) runs in `GetDensityAt` after dispatch: chasms (carve air), bridges (solid spans), ridges (solid blades). Stays inside seal bands. Provided per chunk by `StrateManager::GetDisturbanceParamsForChunk`. ### 8.4 Cross-chunk determinism (the seam-prevention invariant) `BuildChunkCache` (VoxelCaveMorphology.cpp) uses **two regions**: a wide *COLLECT* region (`2*MaxTunnelLength + MaxInfluence`) over which connectivity is decided (NN filtered to `<= MaxTunnelLength`, origin cap = deterministic top-N by hash), and a tight *STORE* region (`+MaxInfluence`) kept for per-voxel eval. This makes the room/tunnel graph window-invariant. **If you add a connectivity rule with longer edges, the COLLECT region must still cover the max edge reach, and decisions must not depend on the stored window.** ### 8.5 Content scatter & water — `VoxelContentManager.h/.cpp` (NEW) `UVoxelContentManager` (owned by `AVoxelWorld`, game-thread). TWO INDEPENDENT subsystems: **(A) DECORATIONS — distance-based WORLD GRID (the no-pop system, 2026-06-17).** Decorations are placed on a fixed world XY cell grid (**1 cell = 1 chunk footprint**, `DECO_CELL_VOXELS = CHUNK_SIZE`) and streamed by DISTANCE from the player, **fully decoupled from clipmap tiles / LOD**. **THE MARCH RUNS ASYNC ON WORKER THREADS** (mirrors mesh gen — `GetDensityAt` is thread-safe; the synchronous-on-game-thread first cut was a perf disaster + starved streaming → seams, so it was moved off-thread). Driven by `AVoxelWorld::Tick → UpdateDecorations(playerWorldPos)`, three phases: **(1)** recompute the desired cell set (`RebuildDesiredCells`) only when the player crosses a cell boundary OR changes strate — clears out-of-range loaded cells, queues cells that are NOT loaded and NOT in flight (`PendingLaunch`, nearest-first). **SINGLE radius, NO near/far tiers:** a loaded cell is NEVER re-streamed in place while it stays in range (only cleared when it leaves), so decorations don't FLICKER as the player moves / as terrain LOD shells shift (re-streaming on tier crossings was the flicker cause — tiers removed). **(2)** `LaunchDecoTasks`: resolve the cell's decoration list on the GAME thread (biome — see below) then fire an async `UE::Tasks` march (`BuildCellSpawns`, `BackgroundNormal`, capped at `MaxConcurrentDecorationTasks` in flight via `InFlightCells`). **(3)** `ProcessDecoResults`: drain finished tasks' results (`Mpsc` queue → `ReadyResults`), epoch-guarded (`DecoEpoch`, bumped on clear/strate-change so stale in-flight results are discarded) + range-checked, and **apply (spawn) budgeted** (`MaxDecorationCellsPerFrame` — the only game-thread cost, SpawnActor/AddInstance). `BuildCellSpawns` (worker) finds each column's surface point(s) and rolls the entries there (shared `PlaceAtCrossing`). Candidate columns are **snapped to INTEGER voxel XY** (integer jitter) so the generator's surface-column cache (T1.a, §8.10) applies — FRACTIONAL XY bypasses it and recomputes the noise-heavy heightfield+biome on every sample. **TWO column strategies by archetype:** **(a) SurfaceWorld → HEIGHT ORACLE (`Ctx.bSurfaceWorld`), NO marching.** `Generator::GetSurfaceHeightAt(x,y, chunkZ → TerrainZ, CeilSurf)` returns the heightfield surface + sky-cap ceiling in O(1) (it shares the density path's `ResolveSurfaceChunkParams`/`ComputeSurfaceColumn` via its own thread_local per-chunk cache, so it's bit-identical to the rendered ground). Per column: query centre + 4 neighbours (gradient → floor/ceiling normals), place a Floor crossing at `TerrainZ` and a Ceiling crossing at `CeilSurf` (if open space below). A single `GetDensityAt` at the surface verifies the column isn't CARVED (passage/spine/diff make it air → skip; the oracle is the raw heightfield and doesn't know carving). ~5 height evals + 1-2 density samples/column vs hundreds marched. **(b) other archetypes (caves/shafts/islands) → ray-march** the strate Z-band (`GetStrateUnrealZRange`, voxel coords) via `GetDensityAt` at a COARSE step (`DecorationMarchStepVoxels`), each air↔solid sign change **bisection-refined** (4 iters → accuracy independent of step). Either way **a prop sits at the SAME world position at every LOD → no pop**. (march) The top cap/seal + the open air are always marched first; the scan only stops after `DecorationColumnDepthVoxels` of CONTIGUOUS solid once it has ENTERED the open space (trims dead bedrock below the ground without ever stopping short of it — a "below the first crossing" cap was wrong: on a surface world the first crossing is the high CEILING, so it stopped mid-air before reaching the ground = no floor props). Outward normal = normalized density gradient (solid→air, matches the mesher), classified Floor/Wall/Ceiling by `normal.Z`. Each crossing rolls every `FStrateDecoration` independently: surface-type, density gate (`DecoHash(cell,column,crossing,entry,seed)`), water-relative, align/yaw/scale, per-cell `MaxPerChunk` + global actor cap → a `FDecoSpawn{EntryIdx, bInstanced, Xf}`. The game thread spawns from the result's `Entries` snapshot. `DecorationMaxCrossingsPerColumn` caps cave columns (surface worlds have 1). **Shutdown:** `NotifyShutdown()` (called from `AVoxelWorld::EndPlay`) flags + spin-waits on the in-flight task count before UObject teardown (tasks read the Generator); `BeginDestroy` is the backstop. **Determinism:** pure hash of (cell, column, crossing, entry, seed) + the density surface snap. **Decorations exist ONLY in the player's current strate** (march is strate-bounded) → a strate change wipes + rebuilds them, and there is **no cross-strate light bleed to cull** (the old `SetActiveStrate` light-culling pass is SUBSUMED — gone). **Render paths:** `ActorClass` → real actors (lights/logic, pricey game-thread spawn); `InstancedMesh` → HISM (no tick/actor/collision, emissive glows far), per-cell-per-entry. **Per-entry HISM tuning for dense groundcover** (`FStrateDecoration`, only the InstancedMesh path): `CullDistance` (cm; 0 = no cull — the lever that makes dense grass affordable: placed thickly, drawn only near → GPU cost bounded by area-within-cull, NOT the stream radius), `bCastShadow` (default true; turn OFF for grass — dense instanced shadows are the dominant foliage cost), `MaxSlopeAngle` (deg from flat = acos(|N.Z|); 90 = no filter, ~35 keeps grass off cliffs — applied in the worker's `PlaceAtCrossing`). `ApplyDecoResult` buckets spawns per entry and builds each HISM with ONE batched `AddInstances` (single cluster-tree build, set cull/shadow BEFORE `RegisterComponent`) — the game-thread hitch-killer for dense cells. Note: NO per-entry placement radius (it would fight the no-re-stream cell model — cells stream once at the outer ring and persist, so a smaller radius would never populate already-loaded far cells as the player approaches; CullDistance covers the render cost instead). **All entries stream within ONE radius** (`DecorationRadiusChunks`) — the old near/far tier split was removed (it caused flicker). `MaxLODLevel` and `DecorationActorRadiusChunks` are now LEGACY/unused. **No LOD area-density compensation** (placement is per real surface point, density-stable with distance). **SpawnDensity semantics CHANGED** vs the old vertex scatter: it rolls per column surface-point (not per mesh vertex) → expect a one-time density re-tune. **Settings (`Voxel|Content`):** `DecorationRadiusChunks` (6 — reach in cells), `DecorationSpacingVoxels` (4 → 8×8 cols/cell), `DecorationMarchStepVoxels` (2 — coarse, bisection-refined; cave march only), `DecorationMaxCrossingsPerColumn` (4 — cave march only), `DecorationColumnDepthVoxels` (160 — bedrock march cap; cave march only), `MaxDecorationCellsPerFrame` (2 — apply/spawn budget), `MaxConcurrentDecorationTasks` (4 — in-flight task cap; 0 disables decorations). **COST:** surface worlds now use the O(1) oracle (cheap); caves ray-march. The work is OFF the frame (worker threads) — game thread only pays the budgeted spawn. If streaming slows, lower `MaxConcurrentDecorationTasks` / raise `DecorationMarchStepVoxels` / shrink radii/spacing. Default `DecorationRadiusChunks=6` ≈ props ~48 m out — raise for far flora (cost ~r²). **(B) WATER — tile-driven, level-0 only (continuous plane, never pops).** `PopulateTileWater(tile)` in `ApplyMeshToTile` (level-0 tiles), `ClearTileWater(tile)` in `UnloadTile`. One scaled engine plane (`/Engine/BasicShapes/Plane`) per water-surface chunk (per-chunk-Z plane logic assumes a single chunk's vertical span — hence level-0 only), keyed `TMap` (reflected UPROPERTY). Water Z: `bHasWater` + `WaterLevelRelative` → `StrateManager::GetWaterLevelWorldZForChunk`. Biome `WaterMaterial` overrides `UVoxelStrateDefinition::WaterMaterial` (level stays strate-global). `ClearAll`/`SetSeed` on `ChangeSeed`/regenerate clears both subsystems (decorations re-stream on the next Tick via the INT_MIN sentinels). **Per-biome content (§8.14):** the cell-centre (decorations) / chunk-centre (water) dominant biome (`Generator::GetDominantBiomeAt`, game-thread, uncached — once per cell, NOT per column) supplies the decoration list (replaces the strate's) + water material. `Initialize` now also takes `UVoxelSettings*` (for the grid tunables). `ContentMaxLevel` is now legacy/dead for decorations. ### 8.6 Atmosphere — `VoxelAtmosphereManager.h/.cpp` (NEW) `UVoxelAtmosphereManager` (owned by `AVoxelWorld`, gated by `bManageAtmosphere`). `UpdateForPlayer(pos)` each Tick, reacts only on strate change. Drives a managed `UExponentialHeightFogComponent` + movable `USkyLightComponent` from the player's strate (`FogColor/FogDensity/bVolumetricFog/AmbientLightColor/AmbientLightIntensity`), and spawns PERSISTENT ceiling/floor "layer" actors (`Def->CeilingLayerActor`/`FloorLayerActor` + ZOffsets + rotations) that follow the player in XY — the sky-island sea-of-clouds / two-sided fog. `Def->AtmosphereActor` (a full BP with your own fog/sky/postprocess) OVERRIDES the managed fog+sky for that strate. `Reset()` on ChangeSeed/EndPlay. (Skylight ambient underground is weak — captures a dark scene; fog is the strong visual.) **Per-biome atmosphere (§8.14):** `UpdateForPlayer` also resolves the player's dominant biome and, when the biome has `bOverrideAtmosphere`, its fog/sky beats the strate's (reacts on biome change, not just strate change). `ApplyFogSky(Def, Biome)` is the shared path; layer actors + the full `AtmosphereActor` BP stay strate-level. Needs the generator injected (`Initialize(..., Generator)`). ### 8.7 Inter-strate bedrock gap `VoxelSettings::InterStrateGapChunks` (N) inserts N chunks of SOLID bedrock between consecutive strates (`StrateManager::Initialize` leaves the gap in the layout). `IsGapChunk` detects it; `GetDensityAt` renders gap chunks as solid + passages only (no caves/spine/seal) so the player digs (0,0) through the gap to descend. `GetStrateUnrealZRange` gives a strate's cm Z range. ### 8.8 Inter-strate passages — PER-STRATE (`FStratePassageConfig` on the definition) Each strate's `PassageConfig` (VoxelStrateTypes.h) controls its descent tunnels to the layer below: `Connections`, `Style` (`EVoxelPassageStyle`: Straight/Worm/Spiral/Cascading), `MouthRadius`/`MidRadius` (tapered width → `FVoxelPassage::ControlRadii` + `VoxelSDF::TaperedCapsule`), `ReachMin/Max` (depth into each strate), `DistanceMin/Max` (from the (0,0) spine), `Wander`, `Segments`, `VerticalWobble`, Spiral/Cascade params. Built in `StrateManager::GeneratePassages` as control-point chains. **Worm = independent fBM per horizontal axis** (`PassageFBM` static) with a flat-top envelope → organic squirm (NOT a 1D zigzag, NOT a same-freq 2-channel spiral). `EvaluateModifierSDF` (per voxel) first builds a `thread_local` **per-chunk shortlist** of passages whose bounds reach this chunk (rebuilt on chunk change / `PassagesVersion` bump) — chunks with no passage near return `FLT_MAX` immediately — then **bounding-sphere-culls** each shortlisted passage (`FVoxelPassage::BoundCenter/BoundRadiusSq`). Both are perf-critical (§8.10). The (0,0) surface entry is a simple straight tube. Global passage settings were removed from `VoxelSettings`. ### 8.9 Carving — brush shapes + editor controls `FVoxelModification` has `EVoxelBrushShape {Sphere,Box,Capsule}` + `BoxExtent`/`CapsuleEnd`/ `Falloff` + `GetWorldBounds`. `UVoxelDiffLayer::GetDensityOffset` switches per shape; chunk overlap uses the shape AABB. `AVoxelWorld`: `CarveBox/FillBox/CarveCapsule/FillCapsule/ ApplyModification` (BlueprintCallable) + `EditorCarveSphere/EditorFillSphere` (CallInEditor) driven by `EditorBrush*` props. ### 8.10 Performance invariants (DON'T regress) - **Streaming** (`UpdateChunksAroundPosition`): rebuild/cull the desired set ONLY when the player crosses a chunk boundary (`LastUpdateCenter`); use the `DesiredSet` TSet for the cull; idle via `bAllChunksLoaded`. Stationary player ≈ free. (Old per-frame O(loaded×desired) scan = 22ms.) - **LOD** changes HOT-SWAP (`LoadChunk` only, never unload-first) → no holes. LOD reconciliation lives in the PERSISTENT per-frame submit loop (same loop as new-chunk loads), NOT as a one-shot on the boundary-cross frame — a one-shot drops every chunk past the task budget and strands it at a stale LOD. Idle (`bAllChunksLoaded`) only when a full scan finds no loads AND no LOD mismatches outstanding. - **SDF cache** (`GetDensityWithParams`): search-BOX validity, not chunk-key — gradient ±1 sampling must not thrash the (expensive) rebuild. - **Per-chunk param cache** in `GetDensityAt`: GenType + param struct + disturbance cached thread-locally per chunk; don't move the fetch/blend back to per-voxel. - **Biome cache** (`ResolveBiomeSampleAt`/`FChunkBiomeCache`, §8.14): validity is a world-XY BOX + ChunkZ + Seed, NOT a chunk key — same reason as the SDF cache. The cell classification is noise-heavy; a chunk-key would thrash it on gradient-normal / +X/+Y boundary samples. Keep the box halo (≥ CHUNK_SIZE) + cell margin (warp + CellSize) so the 3x3 lookup never misses. - **Passage cull** (§8.8) + **morphology two-region** (§8.4): both are per-voxel-cost critical. - **Per-chunk passage shortlist** (`EvaluateModifierSDF`): runs per voxel and is called from every archetype's `ApplyPassageCarving`. Keeps a `thread_local` shortlist (passage INDICES) of passages whose bounds reach the current chunk, rebuilt only on chunk change or `PassagesVersion` bump (incremented in `GeneratePassages`). Most chunks have NO passage near → instant `FLT_MAX` return instead of walking the whole `Passages` array per voxel. Conservative superset (chunk bounding sphere vs passage bound) ⇒ bit-identical carve. Store indices + version, never pointers (the array is rebuilt on `RebuildStrates`). - **Gen tasks run at `UE::Tasks::ETaskPriority::BackgroundNormal`** (`LoadTile`): worker gen yields to foreground game/render tasks. Without it, raising `MaxConcurrentTasks` past the spare-core count saturates the scheduler and starves the frame (the "concurrency > ~12 = stutter" symptom). Keep gen at background priority so the frame keeps its cores. - **Mesher density grid + margin ring** (`GenerateMesh`): sample each grid point ONCE into a flat `(CHUNK_SIZE/Step + 1 + 2)³` array (the `+2` is a 1-point MARGIN ring, indices −1..GridDim, for T1.b normals). The cell loop reads 8 corners from it; per-cell sampling would call `GetDensityAt` ~8× too often. Geometry is bit-identical (edge positions unchanged). Don't refactor back to per-corner `GetDensity` and don't drop the margin ring (normals + seamless borders need it). The cell loop is **two-pass**: pass 1 reads the 8 corner densities + builds the MC case index and `continue`s on no-surface cells (≈70% of cells); pass 2 computes the 8 positions + grid-gradients ONLY for surface cells. Don't hoist position/gradient back above the case-index test. The `DensityGrid` and vertex-dedup `TMap` are `thread_local` and reused per worker (Reset / keep capacity) — don't make them per-call locals (re-allocates ~170 KB + a hash map every tile). - **Normals from the density grid (T1.b)** (`GenerateMesh`): corner gradients = central differences on the (margin) grid; edge normals interpolate the two corner gradients by the SAME `t` as the position → seamless across chunk borders (both sides use identical pure samples). NO per-vertex `GetDensityAt` (was ~6/vertex, often as costly as the whole grid). `ComputeGradientNormal` is now unused. Only NORMALS changed vs the old path; geometry is identical. - **Surface column cache (T1.a)** (`FSurfaceColumnCache` = LRU of `FSurfaceColumnBox`, `GetDensityAt` SurfaceWorld branch): the heightfield + sky-cap + biome blend are a PURE function of (XY, seed, strate) — **ZERO Z dependence** (climate/Voronoi are pure-XY; surface params are per-strate constant under Hard transitions) — yet sampled ~33× per column (once per Z grid-point). Cached per integer XY (box-valid, like the SDF cache) and reused down the column. **Keyed by (XY box, StrateKey, Seed), NOT ChunkZ** (`StrateKey = round(StrateBottomWorldZ)`, taken from the params so it can't disagree with them) and held as a small **LRU of 6 boxes** so the WHOLE vertical view-distance stack — and XY neighbours the scheduler interleaves — share one another's heavy column noise instead of each recomputing it ~once per vertical chunk (this was the dominant `GenerateMesh` cost: the same 2D heightfield recomputed per altitude). It also makes pure-air / pure-solid chunks cheap (they hit the shared box). Box `Halo = CHUNK_SIZE + 8` each side so the T1.b margin ring stays inside (no thrash). **Used ONLY for integer-XY queries**; fractional queries compute directly → bit-identical. Don't re-introduce a ChunkZ key, don't feed it fractional coords. (`GetSurfaceHeightAt`'s own `OC_*` oracle cache is separate and still per-chunk — lower volume, not worth the LRU.) - **Collision only at LOD0 (T1.c)** (`ApplyMeshToChunk`): `UpdateSectionConfig(..., LOD==0)`. LOD1/2 chunks are unreachable (the §8.10 reconciliation hot-swaps to LOD0 before the player arrives), so cooking their Chaos collision is waste. Don't force collision on for all LODs. - **CHUNKED-LOD CLIPMAP — the streaming model** (`FVoxelTileKey` in VoxelTypes.h; `UpdateChunksAroundPosition` / `BuildDesiredTiles` / `IsTileInClipRange` / `LoadTile` / `UnloadTile` / `ApplyMeshToTile`; mesher `GenerateMesh(OriginVoxels, Step)`). Replaces the fixed-32³-chunk + LOD-step-on-fixed-extent model AND supersedes the old region-batching / strate-Z-clamp / wide-ceiling (all removed). A **level-L tile** spans `CHUNK_SIZE<