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VoxelForge/Standalone/Research/WorldAssemblerM3/Linux142/REPORT.md
T
Fr0zkaandClaude Opus 5.5 6cd9e4da76 proto: liminal pass 2 - hills to the horizon, swept road over a cloud floor, pillar grid (L142)
Captures stream LOD0-8 (hills repeat at 80 m to the horizon). Road: cubic swept solid deck, 376.8 m, 8 m wide, max
12.06 deg, 17 supports, cloud floor ~45 m below; walk audit 0 blocked/unsupported, 300 m negative control fails as
expected. 15x15 identical pillar grid at 76 m. Owner canonical hashes unchanged; fast tier, Clang/GCC green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-11-01 09:31:56 +01:00

3.8 KiB
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L142 — liminal pass 2

Hills: eye height Hills: wide
Periodic hills from eye height Periodic hills to the horizon
Road: eye height Road: wide
Road edge over the cloud floor Swept road deck and supports above the cloud floor
Pillar grid: eye height Pillar grid: wide
Pillars repeating along the horizon Pillar grid from above
Monolith: eye height Monolith: wide
The retained monolith slice at eye height The retained monolith slice wide

Result

The wide hill capture shows the validated 80 m repeating profile continuing across the horizon. The capture now streams LOD 0–8; the profile period and validator are unchanged.

The road is a cubic swept path made from overlapping solid deck segments, not a chain of platform stamps. The earlier platform chain produced top steps; the swept deck passes the surface-sampled walk audit. Its wide view is capped at LOD 2 to keep the deck legible, so that frame shows a local section; the full route length is measured by the audit.

The R47 addition is a 15×15 grid of identical pillars, spaced 76 m apart across a 1,064 m span. The monolith eye and wide views are retained as the first liminal slice.

Measurements

  • Road: 376.827 m horizontal path length, 8.000 m width, and 12.061° maximum sampled surface grade against the 15° limit. The deck rises and falls along the cubic profile. It has 17 supports at about 24 m spacing; the flat cloud floor is 44 m below the deck centerline (about 45 m below the walking surface), with pale fog in both views.
  • Walk audit: 901 surface stations at no more than 0.5 m spacing; 56,763 capsule samples; 0 blocked samples, 0 unsupported samples across 5,871 support probes, 0 grade failures, and 0 missed surface probes. The 180 m short-road control measured 210.341 m and failed the 300 m gate as expected.
  • Capture quality: all eight fixtures/views passed the image-quality gate at 1600×900. Hills and pillars stream through LOD 8; road eye and wide views use caps 3 and 2 respectively.
  • Determinism: the monolith, hills, road, and pillar fixtures each matched across Clang and GCC at W1, W8, and W12 (six compiler/worker cells per fixture), on source stamp 72f239e9534faa27e3796fe29207403b190558403841aeebc87d8e75e98e34c7.

Checks

  • Clang 19 and GCC builds passed with floating-point contraction off, four build jobs, and the L142 source stamp.
  • Standalone/Tools/verify/verify.py fast --out Saved/Linux/l142 --overall-timeout 1740 passed. Both current owner fixtures produced all 12 canonical hash rows matching the pinned L130-v227 baseline; W1 and W12 also matched each other.
  • The fast summary retains non-gating differences against older L46/L53 diagnostic baselines; the current pinned L130 canonical checks pass.
  • The L142 capture runner passed the walk audit, the short-road negative control, all four determinism comparisons, and all eight image-quality checks. Final logs are in Saved/Linux/l142/logs/.
  • No Unreal build or performance timing matrix was run. No Unreal Source/ files changed. The inherited single-run near-ready timing step was removed from this picture-and-geometry runner rather than treated as a timing result.

Remaining limits

The road wide capture frames a local section at LOD 2 to retain a continuous deck; the 376.827 m length is established by the full-route walk audit. Captures use the standalone Linux renderer rather than an Unreal viewport.

Changed Unreal Source/ files: none.