Files
VoxelForge/CLAUDE.md
T
Fr0zka 3128852d4e chore: track the design docs in git (.gitignore !*.md)
AUDIT P1: every markdown design doc except CODEMAP.md was untracked, so
ARCHITECTURE / AUDIT / OPSTACK-PLAN / fable-idea / REVIEW_FINDINGS lived
only on disk. Replaces the single !CODEMAP.md exception with !*.md.

Also makes OPSTACK-PROGRESS.md commits actually record something, which
the unattended crash-safety discipline depends on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:39:21 +02:00

2.9 KiB

CLAUDE.md — VoxelForge

UE5 density-field voxel terrain plugin (strates / Marching Cubes / async streaming). Don't re-read the whole plugin — use the map.

#1 rule: NEVER build or compile

Jahni runs every build himself (he has the editor open; running it via Claude just burns cost). When code changes are done, stop and say "ready to build" + list likely compile-error spots, then wait for his results / pasted errors. Same for in-editor checks — ask for a screenshot, don't try to run anything.

Read first (in order, load only what the task needs)

  • CODEMAP.md — ALWAYS. Navigation: what it is, data-flow (§2), symbol→file:line index (§3), "I want to change X → go here" (§5), conventions & gotchas (§6). Trust symbol names over line numbers (lines drift).
  • ARCHITECTURE.md — when touching generation / strates / passages / biomes. The deep design (archetypes, (0,0) spine, disturbances, content/atmosphere, biomes) and the §8.10 performance invariants ("don't regress").
  • fable-idea.md — before planning PERF or FEATURE work. Ranked perf+feature roadmap with verified hot spots; check it so you don't re-propose done/known work. (A perf pass already shipped: game thread solved ~3.94 ms, CullTiles spiral fixed, region-granular foliage.)
  • REVIEW_FINDINGS.md — open quality/cleanup items (cross-check vs fable-idea before acting; some may already be addressed).

Hard rules (these prevent real bugs — verify against code, don't assume)

  • Density sign: negative = solid, positive = air (MC convention at the mesher). FVoxelModification::Strength negative = carve. The #1 source of confusion.
  • Density functions take VOXEL coords, not cm. Conversions live in VoxelTypes.h.
  • Determinism: all randomness = hash of (coord, seed, strateIndex). No RNG state — same seed ⇒ same world. Player edits (diff layer) are the only non-deterministic overlay.
  • Async safety: worker tasks only READ Generator/Mesher, must check bShuttingDown, and return via ProcessQueue (must stay EQueueMode::Mpsc). EndPlay blocks on ActiveTaskCount → 0.
  • Carry the Epoch through any new async path (stale results are dropped on mismatch).
  • Don't "optimize" the perf invariants in ARCHITECTURE §8.10 — the thread_local box-valid caches, two-pass MC loop, SSE noise, and clipmap streaming are intentional.
  • Never edit Binaries/, Intermediate/, *.generated.h. Comments are French + English — match the surrounding file.

Discipline (keep the map alive)

  • Add / rename / move a symbol → update its CODEMAP §3 row (symbol-first; line is a hint).
  • Change generation/strate design → update ARCHITECTURE §8.
  • Resolve a checklist item → tick it in REVIEW_FINDINGS.md.
  • Don't duplicate content across these files — each has one job (map / design / findings / rules).