Jahni built a world and said "I don't know if it dropped any meshing? but it
looks alright by the eye." That sentence is the honest state of this refactor:
everything proved so far was proved in an automation harness on 40 sampled
tiles, and in the running game tile-skipping is unobservable.
grep INC_DWORD_STAT over Source/ returns nothing -- the plugin has zero stat
counters -- and "skipped correctly" renders identically to "skipped nothing", so
no visual check can separate them. The tests got the "coverage is a number, not
a boolean" discipline this session; the game never did.
CODEX-TASK-001-tile-skip-stats.md specs a stat VoxelForge group with
TilesClassified / TilesSkippedAllSolid / TilesSkippedAllAir / TilesMeshed. Solid
and air are split deliberately: cave archetypes prove AllSolid, so that counter
is the one that says whether the op-stack work did anything real. Its deliverable
is the before/after that constitutes the PRODUCTION proof of T1.d, which does not
exist today.
The spec carries the invariants rather than just the task, which is the point of
a spec here: bTrivialEmpty decides whether a tile has COLLISION, the five-clause
gate is load-bearing, and GenerateTileResult runs on worker threads -- so a plain
static int32++ is a data race while INC_DWORD_STAT is not.
Handoff updated: a "How we work now" section (Codex Model Luna xHigh writes most
code, Claude orchestrates -- hand over the INVARIANT, review against the code and
not the description), first actions split into the Codex task and the pending
e002bd4 build, and the T1.d heading qualified as harness-measured rather than
game-proven. Also records the Insights interim answer and its trap: ~84% of tiles
were already rejected by the hand-written surface/bedrock paths, so surface skips
drown the cave ones unless you are underground in an opted-in strate.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
19 KiB
Handoff — VoxelForge operator stack, 2026-07-29 (T1.d measured in the harness, unproven in the game)
Paste the block below into a fresh session. Everything it refers to is on disk and in git.
State: 8 of 8 archetypes ported and green. Tile-skipping works and is measured — in the automation harness: 11 of 40 tiles proved
AllSolidat production defaults, 14641 voxels brute-forced, 0 violations.AUDIT §C2is fixed.experimentalis pushed (origin/experimental).Two things are open, and the second is the more interesting one:
- commit
e002bd4(VerticalShafts) is written and not yet built;- none of this is observable in the running game. Jahni built a world, looked at it, and said "I don't know if it dropped any meshing? but it looks alright by the eye." He is right to be unsure — the plugin has zero stat counters, and skipped correctly renders identically to skipped nothing.
CODEX-TASK-001-tile-skip-stats.mdis the spec that closes this.
You're picking up the VoxelForge UE5 voxel plugin on branch experimental (already checked out —
do not create another). I'm Jahni. The design and the history are written down so you don't
re-derive them.
Read first, in this order
CLAUDE.md— project rules. Rule #1 is absolute: never build, compile, or run the editor. I build everything myself. When code is done, stop, say "ready to build", list the likely compile-error spots, and wait.OPSTACK-PROGRESS.md— THE LAST ENTRY FIRST. Append-only log; the resume point.OPSTACK-PLAN.md— the plan. §2.6.1 is the acceptance bar and supersedes §2.6.OPSTACK-DECOMPOSITION.md— per-archetype breakdown. §0.2 (the amplitude bound) is now implemented, not pending; §2 TunnelNetwork and §8 Underwater are history, not instructions.AUDIT-2026-07.md— §C2's SDF-cache half is FIXED (2026-07-28), its live-edit half (OC_Chunk/BM_Chunk/FChunkBiomeCache) is still open; §C10 is SOLVED, don't reopen; §C9's library half is the top open theoretical risk with 0 measured exposure.CODEMAP.md— navigation. Trust symbol names over line numbers.
How we work now — Codex writes, you orchestrate
From 2026-07-29 this project runs in tandem with Codex (Model Luna, xHigh). Codex handles most of the coding; you orchestrate. Concretely:
- You read the code and decide what to do; you write precise specs Codex executes; you review
what comes back against the real code, not against its description; you own the docs
(
OPSTACK-PROGRESS.md,CODEMAP §3, this file) and the measurements. - Hand Codex the INVARIANT, not just the task. This codebase's traps are invisible in a diff —
density sign,
IdentitymeaningSdf ≥ T(below), cache keys needing params +LayoutVersion, inserting classes above the anonymous-namespace end marker. A spec that omits these gets code that compiles and deletes collision. CODEX-TASK-*.mdat the plugin root are the specs. Each carries a Why, the exact site, the invariants, an acceptance section, and notes for the reviewer. Write the next one the same way.- Unchanged: never build (Jahni does), and a plausible patch is not a verified one until a measurement says so.
Where things stand
All 8 archetypes have an operator-stack twin, per-strate opt-in, each equivalence-tested bit for
bit against its original density function. The switch and the stack are two complete,
interchangeable implementations.
Everything sits behind UVoxelStrateDefinition::bUseOperatorStack; the ported list lives only in
UVoxelStrateManager::UsesOperatorStackForChunk (all 8). No strate asset has the box ticked —
that is my call and I still haven't made it. GetDensityAt and ClassifyTile build the stack
through the same factory, VF_BuildOpStackForChunk — a second copy would be a hole, not a bug.
✅ T1.d — the tile-skipping prize — is real and measured in the harness (not yet in the game)
FRoomGraphSource::EffectOverBox answers spatially. The result, brute-forced voxel by voxel:
[production defaults] 11 of 40 tiles proved AllSolid — 14641 voxels checked, 0 violations
[dense fixture] 0 of 40 — correct, and structurally inevitable
One function's verdict is inherited by FSdfConvertOp, the twelve detail modifiers (via
VF_NoCaveOverBox) and FWormFieldSource — fourteen operators from one place. That is what the
C1 wiring was built for.
⚠️⚠️ THE ONE INVARIANT THAT CAN DELETE COLLISION — read before touching any op
FRoomGraphSource::EffectOverBox returning Identity now means Sdf ≥ T, NOT Sdf == FLT_MAX,
where T = max(3·SDFBlendRadius, WormNetworkRange). That is sound only because all three consumers
of the SDF channel were read one by one:
| consumer | threshold |
|---|---|
FSdfConvertOp::Eval |
Sdf >= Blend, and the tunnel stack passes MakeSdfCarve(P.SDFBlendRadius, …) ⇒ K |
| the twelve modifiers | VF_NearCaveSurface ⇒ 3K |
FWormFieldSource::Eval |
CaveSDF >= WormNetworkRange ⇒ WormNetworkRange |
Any new consumer of InOut.Sdf must have a threshold ≤ T, or be added to that max. An op
reading Sdf < 100 would see false Identity verdicts and produce tiles with no geometry and no
collision. The warning is written at the site you land on when you add one.
(The −K slack covers any number of primitives because SmoothMin's penalty is exactly zero once
|A−B| ≥ K, so the running minimum saturates at K below the smallest term. Without that
observation the slack would scale with the ~88 tunnels in a cache and the criterion would be dead.)
First actions — one build to read, one task to hand Codex
(a) Hand Codex CODEX-TASK-001-tile-skip-stats.md — this is the priority
Everything in this refactor has been proved in an automation harness on 40 sampled tiles, and
nothing has ever been observed in the running game. The task adds a stat VoxelForge group with
TilesClassified / TilesSkippedAllSolid / TilesSkippedAllAir / TilesMeshed.
Its deliverable is a before/after that constitutes the production proof of T1.d: with no strate
opted in, TilesSkippedAllSolid underground must read 0; after ticking bUseOperatorStack on
one TunnelNetwork strate and flying the same route, it must be non-zero. The spec carries the
invariants — most importantly that bTrivialEmpty decides whether a tile has collision, and that
GenerateTileResult runs on worker threads so a plain static int32++ is a data race.
Interim answer if Jahni wants it before that lands: Unreal Insights already shows this. The trace
scopes VoxelForge_ClassifyTile and VoxelForge_GenerateMesh exist at the site; a skipped tile is a
ClassifyTile with no GenerateMesh after it. ⚠️ But ~84 % of tiles were already being rejected by
the hand-written SurfaceWorld/bedrock paths long before this work, so surface skips will drown the
cave ones — you must be underground in an opted-in TunnelNetwork strate for the number to mean
anything.
(b) Build e002bd4 (VerticalShafts) and read ONE line
Everything before it is built and green.
Build, run the
VoxelForgefilter, and readBox verdicts over 60 VerticalShafts tiles.0 was the number for the whole project's life. Its
EffectOverBoxused to returnCarveOnlybecause a shaft merely existed within aSpacing*1.6halo — true almost everywhere atShaftSpacing 55 / ShaftDensity 0.6. It now rebuilds the connectors the wayGetCellsdoes and tests the real capsules, with Z exact and XY conservative.
- Non-zero, and
violationsstill 0 ⇒ it worked; record it and move on.- Still 0 ⇒ the warning in that test names what to check first:
ExtraReachinflates both remaining tests, so compare it againstShaftMaxRadiusbefore touching either test. Do not re-derive from scratch — that is exactly what cost three rounds on TunnelNetwork.
Then, in order
- PERF — still unparked, and now the biggest open item. The op path is measurably slower. One
cause found and fixed (the column memo discarded itself every chunk). Remaining suspects in order:
the hashed column lookup vs
GSurfColCache's direct-indexed box, then per-voxel virtual dispatch. Also measured and stated: the gate is tested twelve times per voxel instead of once (stage B5's deliberate trade). Measure before optimising — that is the §C10 lesson, and this session re-learned it the hard way. - The warp squeeze — PARKED with its ceiling measured, my recommendation is leave it. The
WARP SHAREline says over half the remaining blocking is the query-box dilation, not geometry (production: rooms 0.9 → 0.4, tunnels 2.4 → 1.1 with the dilation zeroed). The only remaining route is provingsup|Perlin3D|down from the proved 1.5 toward its apparent ~1.0–1.1, worth ~27 % of the dilation. Spot-checking a grid is not a proof and a wrong sup is a hole. A negative result is already recorded so nobody repeats it: bounding the warp locally (evaluate at the box centre, shift, dilate by the variation) is worse — a rigorous per-axis Lipschitz bound is4·1.875 + 1 = 8.5per unit cell, and8.5 × 0.206(the half-box in noise units)= 1.75exceeds the global range bound of 1.5. AUDIT §C9library half —sinf/cosfare not IEEE-754 specified, so MSVC's CRT and glibc's libm can differ. Currently 0 samples within 1e-6 of the isosurface, i.e. no measured risk. RunCrossPlatformDigeston Linux, compare the SHAPE digest, pin it. The real fix if ever needed is a deterministic in-house sin/cos.AUDIT §C2's remaining half —OC_Chunk,BM_Chunk,FChunkBiomeCacheare still keyed without the layout version. That is the live-edit staleness class ("I tweaked the asset and one patch kept the old shape"), not the determinism class, which is fixed.- Phase 3 — ops as data assets. A design conversation, not a transcription. Don't start it
unprompted. What makes it possible is already in place: ops depend on capabilities
(
IVoxelBiomeField), never onUVoxelGenerator.
Debts — status changed, read this before acting on the old text
- "Box bounds read STRATE params but a per-room op can raise them" — DORMANT, not urgent.
Checked rather than paid, and the check reversed the premise: when the source proves
Identitythe twelve modifiers areIdentitysoundly (theirbNearCaveSurfacegate never opens, so no room op can enable anything), and when it answersBothit supplies noMaxCarveOverBox, so the defaultFLT_MAXkills every hypothesis regardless of what the modifiers claim. It goes live the dayFRoomGraphSourcegains aMaxCarveOverBox— bounding the converter's2·BaseDensitywould make the modifiers' own numbers matter for the first time. Written at the site. AUDIT §C2— FIXED on theswitchpath.GetDensityWithParamsnow takes requiredParamsFingerprint+LayoutVersion. Required, not defaulted, so a caller that forgets fails to compile. The CRC is taken once per chunk where the params memo already lives (CP_TunnelFP) — aMemCrc32per voxel on the hottest path would have been a real regression. Note the audit's own suggested alternative ("add chunk Z to the key") is both insufficient (InterleavedmakesAlphadepend on chunk XY too) and destructive (chunk XY is deliberately absent soWorldX ± 1gradient probes don't thrash the box —ARCHITECTURE §8.10).
Hard rules that prevent real bugs
- Density sign: negative = solid at the mesher. Inside the op stack the convention is INTERNAL (positive = solid), negated once by the caller. The SDF channel uses standard SDF convention.
Identityfrom the room source meansSdf ≥ T. See the boxed invariant above. This is the single most dangerous thing in the current code.- Never run both density paths in one world. Comparing them is legitimate — §C10 is closed
since
FPSemantics = Precise, and all eight equivalence tests compare bit for bit. They are port-correctness oracles, not fidelity checks: §2.6.1 requires same seed ⇒ same world on every peer, not resemblance to the pre-refactor world. - Every cache key includes
LayoutVersionAND the params. See §C2 and the overhang regression of 2026-07-27, where omitting the params silently deleted the overhang and only 1 sample in 20 000 crossed the isosurface. - A bound in a box verdict must be PROVED, not observed.
|Perlin3D| ≤ 1.5is derived fromGradDot's two-distinct-axes form and the per-axis weighted bound of 0.5 — not from the header's "~[-1,1]". Over-estimating costs CPU; under-estimating deletes collision. ProcessQueuestaysEQueueMode::Mpsc;Epochcarries through every async path; don't "optimize" theARCHITECTURE §8.10invariants.- Commit per coherent unit with a real message.
experimentalis pushed and tracked (origin/experimental, since 2026-07-29) — keep it in sync. NEVER pushmain, which stays the known-good fallback at the commit it has always been. ⚠️ A pushed commit here is not a "verified green" marker: the branch carries unbuilt work by design, and onlyOPSTACK-PROGRESS.mdsays what was actually built. - Update
CODEMAP §3,ARCHITECTURE §8, tickOPSTACK-PLAN, append toOPSTACK-PROGRESS.md. - When inserting a class into
VoxelDensityOpStack.cpp/VoxelHeightOpStack.cpp, put it ABOVE the labelled end of the anonymous namespace. Anchoring on the FACTORIES banner puts it outside, and the brace added with it closes nothing. Made that mistake twice; both files say so. - Match the codebase's spelling of engine macros.
KINDA_SMALL_NUMBER, notUE_KINDA_SMALL_NUMBER— the plugin uses the unprefixed form everywhere.
Method lessons this refactor actually paid for
Ordered by how much they cost.
- ⭐ Instrument what you ASSUMED, not just what you changed. This is the expensive one, learned
over four rounds in one session. The warp dilation —
CaveWarpStrength · VOXEL_NOISE_SCALE · PerlinAbsBound, a constant chosen in the first commit — inflated a 10-voxel tile into a 50-voxel query box, 125× the volume. Four separate tightenings (the worm, the columns, the sampler, the tunnel disjunction) were each individually correct and each landed around that untouched term. The tunnel fix, predicted "an order of magnitude", delivered 25 % — and the instrument said so, and I credited the tunnels. When a fix under-delivers against its predicted size, suspect the constant you never measured. - Instrument before hypothesising. §C10 cost six builds and five refuted hypotheses. In this
session the attribution line (
AllSolid killed by: …) was written after two wrong guesses and immediately named a third operator nobody had looked at. A diagnostic that lists candidate causes without measuring them is still a guess wearing rigour — my "either the tiles straddle cave or the source isn't reaching Identity" warning offered two causes and both were wrong. - Verify the premise before reasoning from it. Six times now a confident chain rested on an
unchecked assumption and the check reversed it. Latest three:
RoomSpacingwas 42 (the fixture overrides it) while I did three rounds of arithmetic with the header default of 80 — the number was printing in the report I kept quoting; "the plugin bets on|Perlin3D| ≤ 0.8" was wrong (the cache rebuilds when the warped query leaves the box, so that expansion is a perf heuristic); and the per-room-op debt "must be paid first" was wrong (it is dormant). Include the premises you are confident enough about not to look up — especially a default, when a fixture exists whose whole job is overriding defaults. - A sampler must cover at least one period of what it samples. The tunnel test drew tile XY from
±32 voxels with
RoomSpacing 80and a guaranteed origin room at (0,0) — it measured the spine hub and called it the world. The shaft test had the identical bug (±48 againstShaftSpacing 55). Both now print their own extent in units of the pattern's period. - A test fixture tuned for coverage can be antagonistic to the thing you are measuring.
EnableTunnelFeaturesdensifies (RoomSpacing80→42,RoomDensity0.35→0.85) so the equivalence check isn't comparing solid rock to solid rock — and at that density the room cull radius equals the lattice spacing, so no box can ever be proved.0 provedthere is the correct answer. The box verdict is therefore measured on both densities, and the dense run must stay at 0. - Diagnostics report THIS run; history goes in the log. The test output had accumulated hardcoded numbers from previous runs beside live ones ("32 of 34 tiles" printed while the live figure was 21 of 28). Unreadable, and self-inflicted.
- Read the code, not the comment. The cliff modifier's comment promises a sampled Z±1 gradient;
the code samples nothing and uses a Z-stretched Perlin it calls
VertGrad. Ported as written — and written down, so nobody "fixes" it from the comment. - A perf change can be a correctness change. The column-memo optimisation silently deleted the overhang; the tests caught it the same day. Invisible to inspection, and it produced plausible terrain.
- Coverage is a number, not a boolean. Four related traps, each producing a green run that proved
almost nothing:
- A test that prints nothing on success is indistinguishable from one that never ran.
- A guard that only trips at zero notices absence, it does not measure coverage. Use fractions.
- A success message that asserts coverage instead of reporting it reads as evidence while measuring nothing.
- A check can be vacuous as well as a counter. "Nothing leaked" is worthless unless something happened.
- Enabling a feature is not evidence it fired — ask the structure, not the output. Setting
PitDensitydid nothing (wrong struct). Prefer the check that can fail for exactly one reason — and when a zero has several possible causes, give each one its own number. - An oracle that shares the defect under test proves nothing. The stale-cache check compares each stack against itself evaluated alone. (Since §C2 was fixed, the test call sites now pass a real params fingerprint, so the original no longer shares the defect either.)
- One definition, not two kept in sync.
VF_BuildOpStackForChunkexists because a tile skipped on the verdict of a stack that is not the one producing its density is a hole. The same reasoning is whyGetLastRoomBoxDiagnosticreads back what the operator computed instead of letting the test re-derive the criterion, and why the two-density tile scan is one lambda called twice. - Don't assert a number you want to improve. Check 4 asserted
0 proved— honest when written, and it would have forbidden the entire T1.d gain. What it asserts now is that no proved tile is wrong (brute force, every voxel); the proved count is reported.