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# 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.