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VoxelForge/ARCHITECTURE.md
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Fr0zka f90c4e56c3 fix(generator): key CP cache by world owner
Function-static thread_local CP state previously trusted only chunk coordinates and each manager's locally-reused layout version, allowing a worker to carry params, biome context, CP_UseOpStack, and the built stack into another world. Allocate each generator a monotonic owner ID and add one uint64 comparison to the hot key. This intentionally fixes only the proved CP_* path; other TLS caches remain outside this change.
2026-08-17 00:41:51 +02:00

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VoxelForge — Architecture & Design Deep-Dive

The 2026 redesign in detail: archetypes, the (0,0) spine, disturbances, content/atmosphere, biomes, and the performance invariants (the §8.10 "don't regress" list). Read this before touching generation / strates / passages. Navigation, file index & conventions live in CODEMAP.md. Section numbers (§8.x) are preserved so existing cross-references keep resolving.

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, F20 heightfield terrain ops (`Surface
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.

⚠️ The switch above is no longer the only density path. 6 of the 8 archetypes (all but TunnelNetwork and Underwater) also exist as operator stacks, selected per strate by bUseOperatorStack and evaluated instead of the switch; each is bit-identical to the function in its row. The design lives in OPSTACK-PLAN.md / OPSTACK-DECOMPOSITION.md, the symbol index in CODEMAP §3.2d — not repeated here. What matters for this document: the archetype table describes what the world IS, and both paths compute it.

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::OriginSpineRadiusVoxelSettings::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). A loaded region 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. TWO STREAMING GRIDS (FStrateDecoration::StreamTier, 2026-06-26): the stream RADIUS is a property of the GRID, never of an entry — mixing radii inside one grid would force an in-place re-stream when the player crosses an entry's radius (the original tier system's flicker bug). So there are exactly two self-contained grids (FDecoGrid, each with its own region map + builds + queues + HISMs): NearGrid (DecorationNearRadiusChunks, FINE DecorationSpacingVoxels column grid — dense groundcover near the player) and FarGrid (DecorationRadiusChunks, COARSE DecorationFarSpacingVoxels column grid — trees/landmarks/RARE props visible everywhere; the coarse grid is what makes a rare prop cheap, since the worker march cost scales with column count). An entry picks a grid via StreamTier (default Far); the palette is partitioned by tier so each grid marches only its own subset. A given world XY is covered by a Far region always, plus a Near region when close (separate HISMs → crossing the near boundary never touches the far region). (2) LaunchDecoTasks (per grid, sharing ONE MaxConcurrentDecorationTasks budget — each throttles against the other's in-flight count): snapshot the update's decoration palette (built once 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). Placement-constraint gates (all in PlaceAtCrossing, deterministic, zero-cost at defaults): MinSlopeAngle (lower companion to Max — band a prop onto a tilt range, e.g. 30..70 = slopes only), bWallExcludeOverhangs (wall-only-upright: drop normals with N.Z < 0 so downward overhangs don't take wall props). Shared vocabulary (2026-07-06): these gates + spawn/transform/render fields now live on FPlacementProfile (embedded as Profile on FStrateDecoration, FStrateLandmark, and the coming FStrateSetPiece), so all three scatter primitives are authored identically. Rotation unified to RotationOffset (fixed) + RandomRotation (per-axis hash-random) — decoration's ctor defaults RandomRotation.Yaw = 360 (full random heading, replacing the old bRandomYaw/MinYaw/MaxYaw; banded yaw = offset + a smaller random range). Distribution is unchanged; the exact per-instance yaw values reshuffle once (different hash mix). F7 AWARE PLACEMENT (2026-07-06): FPlacementProfile::Conditions = a list of FTerrainCondition DERIVED PREDICATES (relief / moisture / biome-border weight, each an inclusive [Min,Max] band, optional invert), AND-ed and evaluated by Generator::EvaluateTerrainConditions at the candidate XY — "conditions, not annotations": nothing is stored, the phenomenon is queried from the analytic fields (SampleRelief / SampleMoisture / SampleBiomeAt) on demand, so it's deterministic + worker-safe (the caller hands over the strate's already-resolved FBiomeContext, so no re-resolve). Opt-in per entry (empty list = zero cost); wired into both the deco worker (BuildCellSpawns) and landmark placement (SpawnLandmarkInstance). This is the shared core of the coming quest FindFeature locator (same predicate, run as an outward search) and the anchor gate for FStrateSetPiece. The BP bridge AVoxelWorld::GetVoxelSurfaceHeightAt exposes the trace-free deterministic ground/ceiling height so authored ruin/set-piece Blueprints self-arrange on the real surface before it meshes. Next types (water-edge band, relief-peak local-max, slope) are additive. F7 COMPANIONS (relational decoration, FDecoCompanion): each FStrateDecoration may list Companions (satellites: rocks/mushrooms around a tree). When PlaceAtCrossing emits a parent spawn, it immediately rolls each companion (probability → count in [CountMin,CountMax] → disk offset RadiusMin/MaxVox), all hashed off the PARENT's hash H → a pure function of the parent, so NO "did a tree spawn here?" search. Each satellite offsets from the parent in the XY plane (voxel space) and then, by default (bSnapToSurface), re-snaps to the real surface at its OWN XY via FindLandmarkColumn (cheap GetSurfaceHeightAt oracle on SurfaceWorld, a short ray-march in caves; worker-safe — reads only Gen) — this kills floaters on uneven ground; a satellite that finds no surface at its spot is skipped. Turn bSnapToSurface off to inherit the parent's exact height+normal (cheapest, flat ground only). Satellites can also be gated by their own Profile.Conditions evaluated at the satellite XY (e.g. a unique mushroom only at a biome border). They carry their own Profile transform/render. FDecoSpawn gained CompanionIdx (1 = the entry; else index into Companions) so MergeCellResult/ApplyRegion resolve the satellite's mesh/actor + render tuning from Companions[ci].Profile (the region mesh bucket now stores an FPlacementProfile, not a whole entry). Two levels: a companion may carry SubCompanions (FDecoSubCompanion — a distinct type, since UHT can't reflect a self-recursive FDecoCompanion) that spawn ON each level-1 satellite (moss on a rock); level-2 inherits the L1 satellite's snapped point (no re-snap — the cost lever that keeps nesting cheap) and can still gate on its own Conditions. FDecoSpawn::SubIdx routes L2 back to Companions[ci].SubCompanions[sj]. A hard per-parent budget (GMaxCompanionsPerParent, 256) caps the total L1+L2 count so a misconfiguration can't blow up regardless of authored counts. Bounded (count × parents, ≤ budget), deterministic, streams inside the existing two-grid deco system untouched. Depth beyond 2 (and per-entry references for arbitrary nesting) is the remaining flagged follow-up.

F7 SET-PIECES — FOLDED INTO LANDMARKS (2026-07-06). Set-pieces (ruins/shrines/monuments) and landmarks (mini-suns) had no real reason to be separate once both shared the spawn core and gained Conditions, so FStrateSetPiece/UpdateSetPieces were MERGED into FStrateLandmark/UpdateLandmarks — one primitive, one UVoxelStrateDefinition::Landmarks list. Each entry has an AnchorMode: HashLattice (scatter on a coarse lattice, SpacingChunks) or PassageMouth (enumerate StrateManager->GetPassages(), keep endpoints whose Upper/LowerStrateIndex == the current strate — bAtDescentMouths = the hole going down, bAtArrivalMouths = where you land; endpoints are global VOXEL coords). Feature-conditioning is just Profile.Conditions on either mode. Exclusion (self-awareness, optional): ExclusionRadiusChunks (0 = OFF, the default — mini-suns don't exclude) + Priority; a candidate is suppressed if a HIGHER-RANKED one's disk covers it (rank = Priority, then hash — deterministic). UpdateLandmarks now gathers all candidates → resolves exclusion (SKIPPED entirely when no entry opts in, so pure scatter keeps its old O(n) cost; HashLattice keeps the original hash salt 0x1A2D5u so mini-sun positions are unchanged) → spawns survivors via SpawnFromProfile (+ the orb wrapper). Exclusion is now POP-FREE: each entry is gathered in StreamRadius + MaxExcl (MaxExcl = the strate's largest ExclusionRadiusChunks); the extra "ring" candidates carry bSpawnable = false and only SUPPRESS (never spawn), so every conflictor of an in-range candidate is always present regardless of player position → a candidate's fate is a pure function of (seed, layout), no edge-of-radius flicker. Decoration footprint (bSuppressDecorationsUnder + SuppressRadiusChunks): a landmark mesh doesn't change density, so the deco placer can't see it — instead, on spawn it calls RemoveDecorationsInSphere to clear grass in its footprint, stores the footprint on FLandmarkInstance, and ApplyRegion re-clears under any loaded suppressing landmark when a deco region streams in fresh (so temple floors stay clear as you leave/return). PLAYER DIG → GRASS REMOVAL: AVoxelWorld::ApplyModification (the single funnel for every carve/fill brush) calls RemoveDecorationsInSphere(Center·VOXEL_SIZE, Radius·VOXEL_SIZE) after the diff+remesh — instant, flicker-free (only the affected HISM instances go, via GetInstancesOverlappingSphere+RemoveInstances; nothing is cleared+rebuilt), so grass never floats over a dug hole. This only patches the LIVE instances; the placer's existing density check (D(VX,VY,hC) <= 0.5f) already keeps any future natural rebuild correct. (Editing a Static-mobility HISM re-caches its proxy — fine for player-paced digging.) Not handled by immediate removal: new grass on a freshly-exposed ledge / regrowth after fill-back — both self-correct on the next natural re-stream. Freeze note: a huge set-piece mesh hitches on register (game-thread proxy/distance-field build — NOT async-fixable; the spawn is game-thread by engine rule; the asset is a hard ref so already resident) → mitigate ASSET-side (Nanite on the mesh, bake distance fields), optionally budget spawns across frames. 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. Per-entry tier (StreamTier, default Far) picks NearGrid or FarGrid; radius + column spacing are PER-GRID settings, never per-entry (a per-entry radius would re-introduce the in-place re-stream flicker — see the two-grid rationale above). This REPLACES the vestigial MaxLODLevel; the dead DecorationActorRadiusChunks setting is repurposed as DecorationNearRadiusChunks. CullDistance still bounds GPU draw on top (orthogonal to which grid streams the entry). 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 — FAR reach in cells), DecorationNearRadiusChunks (3 — NEAR reach), DecorationSpacingVoxels (4 → 8×8 cols/cell — NEAR/fine grid), DecorationFarSpacingVoxels (4 by default → raise to 816 for a cheap coarse FAR grid; the rare-prop lever), DecorationRegionSizeCells (4 — RxR cells per region/HISM), 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).

(A2) LANDMARKS — rare large objects on a COARSE HASH LATTICE (UpdateLandmarks, 2026-06-26). The right primitive for sparse, far-visible objects like the underground "mini-suns" — where the per-chunk decoration grid fails: at a 2048-chunk radius that grid enumerates ~13M cells per cell-crossing on the game thread and FREEZES. Landmarks instead live on a per-entry hash lattice (cell = FStrateLandmark::SpacingChunks chunks), so a radius-R disk holds only ~(R/Spacing)² candidates (≈16 at R=2048, Spacing=512). Listed strate-wide on UVoxelStrateDefinition::Landmarks. Each Tick, for each entry, walk the small lattice box around the player within StreamRadiusChunks: DecoHash(cell,entry,seed) rolls existence (SpawnProbability), a jittered XY (JitterFraction — effective min spacing ≈ Spacing·(1Jitter)), then a SINGLE-column surface find (FindLandmarkColumn: SurfaceWorld height oracle, else one density ray-march) snaps to the chosen SurfacePlacement (default Ceiling = sky-cap). Gates mirror decorations (biome via GetDominantBiomeAt, slope band, water-relative). Foliage-style transform tweaks: LocationOffset (world XYZ), RotationOffset + per-axis RandomRotation, Min/MaxScale, bAlignToSurface. Spawned as a real actor (ActorClass, for a sun's light) or one Static UStaticMeshComponent (InstancedMesh, CullDistance=0 → never cull). All SYNCHRONOUS on the game thread (so few candidates it never hitches); a cell's surface-find runs only the first frame it enters range, then is cached in LandmarkInstances (keyed FIntVector(cellX,cellY,entry), null entry = "evaluated, nothing placed" so it isn't retried). Deterministic (hash → no pop, infinite reach). Strate-bounded (wiped on strate change, like decorations). This is the real home for "rare prop at all distances" — the job the decoration FarGrid could approximate at moderate range but not at extreme radius.

(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<FIntVector, UStaticMeshComponent*> (reflected UPROPERTY). Water Z: bHasWater + WaterLevelRelativeStrateManager::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): decorations resolve the dominant biome PER COLUMN on the worker (ResolveBiomeSampleAt via the strate's FBiomeContext, box-cached → one rebuild per chunk footprint). The update builds ONE flat decoration palette (every biome's list concatenated; CurrentEntryBiome[i] tags entry i with its context-biome index, -1 = strate fallback), and PlaceAtCrossing rolls only the entries the column's biome owns. This replaced the old per-CELL GetDominantBiomeAt (one biome for a whole 8 m cell → axis-aligned border snapping); borders now follow the warped-Voronoi field at column resolution, no straight lines. Water still uses the chunk-centre GetDominantBiomeAt for its 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 by (DensityCacheOwnerId, ChunkCoord, LayoutVersion); the process-unique owner ID prevents cross-world reuse while adding only one uint64 compare per voxel. Don't remove the owner or layout key, and 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 continues 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). CAPTURE-DURING-MESHING (sanctioned reuse, doesn't regress the above): GenerateMesh's optional OutCaptureGrid copies the already-filled DensityGrid interior (CHUNK_SIZE³, quantized via VF_QuantizeDensity) out for the density clipmap (mini-sun shadows) — a PURE READ added after the grid loop. It does NOT touch the grid shape, the two-pass loop, the margin ring, or the thread_local reuse. Only level-0 full-res tiles request it (Step==1<<Level, 1:1 with a clipmap level). The clipmap (UVoxelDensityVolume) reuses these bytes instead of re-evaluating GetDensityAt on its own fills — see IngestTileCapture / BlitCaptureToWindow (cache keyed by tile coord) and the chunk-aligned level-0 recenter. The volume fill that captures DON'T cover runs on one dedicated thread (FVoxelDensityFillRunnable, off the UE::Tasks pool — the old shared-pool BackgroundLow fill starved behind mesh-gen, ~10 s to resolve shadows; the dedicated thread fills full-speed without stealing a mesh-gen core) and is the backstop for cache misses (vertical strate gaps, cold start, carves). Captures are bit-identical to a fill of the same cells (same GetDensityAt, same VF_QuantizeDensity).
  • 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<<L voxels meshed at step 1<<L → constant 32³-cell mesh, ONE component, ONE draw, covering 8^L× the volume. Streaming loads concentric shells (level 0 near, each coarser level a 2× larger shell beyond; inner hole of level L = the region the finer level covers). Total tile count stays ~flat regardless of view distance — that's why see-far (ceiling, horizon) is cheap AND why per-tile components are fine for the game thread (no batching: ~1-2k tiles, not 40k). Load-before- unload cull (no holes, STRICT): out-of-range tiles cull now; in-range LOD-transition tiles cull only once EVERY desired tile overlapping their footprint is loaded — tested as "no UNLOADED desired tile overlaps T" (ReplacementsReady + FootprintsOverlap vs the DesiredPending list, built once per crossing = desired-minus-loaded, usually tiny). Scanning all of DesiredSorted per candidate was an O(loaded×desired) game-thread spike when fast movement turned many tiles non-desired at once. A coarse tile is replaced by several finer tiles, so the old center-owner check (ReplacementLoaded) dropped it as soon as the ONE tile over its centre loaded → the not-yet- ready edges flashed a hole; the full-coverage check keeps the old tile at its current resolution until the better mesh is wholly in, then swaps. In-flight (pending) tiles are NEVER cancelled on a rebuild — they finish, apply, and are culled later if no longer desired. Collision level-0 only; water level-0 only; shadows off for level≥2. Decorations are NO LONGER tied to tiles — they stream on a fixed world grid by distance (§8.5), so they don't pop on LOD swaps. Settings: VoxelSettings::ClipRadius (full-res near radius, tiles/level), MaxClipLevel (far reach). NEAR-FIELD GEN COST levers (LoadTile): levels < FullResClipLevels mesh at full CHUNK_SIZE cells (≈35³ GetDensityAt incl. margin ring), coarser levels at CoarseTileCells (Step = Extent/Cells) for far-cheaper gen. A level-1 tile at FullResClipLevels=2 costs the SAME gen as a level-0 tile (same cell count, 8× extent) — set FullResClipLevels=1 to drop level 1 to CoarseTileCells (~6× cheaper) when the near field is gen-bound (slightly harder L0→L1 seam, hidden by skirts). ClipRadius bounds the full-res level-0 tile COUNT independently of reach. STRATE CONTENT CUT (StrateContentCutMinLevel, default 0 = all levels — tested: the level 0/1 straddler tiles were the visible mixers, a higher floor read as "no improvement"): a level-L tile is 2^L chunks TALL and can straddle a strate boundary — at coarse Steps the thin seal/gap solid between two strates' airs falls between lattice points (holes into the neighbour strate at far LOD) and one tile mixes both strates' materials. From that level up, GenerateMesh(..., BandZMin/MaxVox) only meshes cells inside the PLAYER's strate chunk-Z band (exact bounds, no margin — the view clamp handles selection; in the inter-strate gap: no band). The band travels on FChunkResult::BandChunkLo/Hi so ApplyMeshToTile clamps its strate/material lookups into the meshed content. On band change (strate transition) the affected loaded coarse tiles re-queue via BandRemeshQueue (budgeted, re-gen in place, no pop). Meshed cells stay bit-identical (§8.4 — same pure world samples; the cut only selects cells). Too-coarse skip (ultra levels): the cut is CELL-granular, so once one cell (Step voxels tall) is taller than the whole band (level ≥7 at CoarseTileCells=16 with typical strate heights), a band-overlapping cell still samples both strates' airs — same holes/mixing as uncut. LoadTile detects Step > band height and emits an EMPTY tile (it could only render garbage); an empty re-gen result also releases the tile's old component in ProcessPendingChunks (otherwise the previous strate's geometry would linger after a band change). Horizon past that point = RENDER DISTANCE (RenderDistanceChunks, default 0 = off): set MaxClipLevel to the coarsest level that still renders strates correctly (one cell must fit inside a strate band), then the OUTERMOST shell keeps generating tiles outward until it covers the requested distance (VF_OuterShell, shared by BuildDesiredTiles and IsTileInClipRange so the cull sees the same horizon; the ring's dz sweep is pre-clamped to the vertical strate band). As MC tiles the ring cost grows with (distance/2^MaxClipLevel)² — which is why the ring defaults to F18 SHEETS (bFarSheetRing): in an open strate the far field is exactly two heightfields (TerrainZ + CeilSurf, per-column oracle), so the ring streams tiles at level MaxClipLevel + FarSheetSpanLevels (one sheet = 2^span MC footprints per axis → 4-16× fewer components) meshed by GenerateSheetMesh as two displaced grids — ground polygroup 0 / cap polygroup 1, tags true by construction, same materials/UVs/F6 masks, ~3-6× cheaper gen per area than band-cut MC. XY hole: a partially-covered sheet renders its whole footprint, so the MC-covered box around the player (level-MaxClipLevel box, shrunk 1 tile for a seam-overlap ring) is CUT out of the sheet at cell granularity (SheetHole*Vox, passed to GenerateSheetMesh); when the player crosses a MaxClipLevel tile the hole moves and the overlapping sheets re-queue via BandRemeshQueue — the shrink means the newly-cut area's MC tiles were already desired one crossing earlier (loaded before uncovered). Sheet tiles take the strate from the BAND (mid chunk): band unarmed (inter-strate gap) ⇒ empty ring until landing; non-open strates ⇒ empty sheets (their far ring was enclosed rock anyway); carved features (passages/spine/chasms/diff) don't show at sheet distance — the MC shells keep them near. (A "step cap" variant — raising CoarseTileCells per level so far levels keep a fine Step — was tried and rejected 2026-07-06.) Trade-offs accepted: other strates simply don't render at far LOD (they're sealed/enclosed — invisible except through passage mouths, which read as dark holes); passage tubes crossing the gap are cut at coarse levels only (near levels mesh full). GetLODForChunk / LODToStep / IsChunkInRange / GetStrateChunkZBounds and the ViewDistance/LOD/strate-Z/ceiling settings are now DEAD/unused (left in place).
  • SKIRTS — LOD-seam crack filler (GenerateMesh, after the cell loop; VoxelSettings::bGenerateSkirts
    • SkirtCells, wired onto the mesher at setup). Neighbouring shells mesh at different resolutions so their iso-surfaces don't meet along the shared face → a thin see-through crack. After meshing, every triangle edge whose BOTH endpoints lie on one of the tile's 6 outer boundary planes (exact float compare — MC keeps the face-axis coordinate fixed) is a surface-contour edge on that face; a skirt quad hangs from it INTO the solid along the inverted vertex normals by SkirtCells × Step × VOXEL_SIZE (~one cell, ≥ the gap to a one-level-coarser neighbour). Emitted DOUBLE-SIDED (both windings) so it shows regardless of camera side / material two-sidedness; buried elsewhere → invisible. Adds verts/tris ONLY on boundary contour edges (small). Tune SkirtCells up if cracks persist, down if skirts peek out on convex edges.
  • Delta cull (stamped desired set) (DesiredStamped + DesiredStamp + TransitionHold, BuildDesiredTiles/UpdateChunksAroundPosition): the desired set is a TMap<key, stamp>; each crossing bumps the stamp, upserts the new set, and ONE map sweep yields the leavers (stale stamp — removed + returned). The cull then considers ONLY leavers + TransitionHold (tiles kept by load-before-unload from earlier crossings) instead of re-scanning EVERY loaded tile per crossing — that scan was the measured ~1.6 ms/crossing CullTiles spike (2026-07-05 trace, plus BuildDesiredTiles 0.66 ms on the same frames). In-flight tiles that finish while no longer desired are caught at apply time (ProcessPendingChunks adds them to the hold); UnloadTile drops hold entries; the settled cull (everything loaded) keeps its full scan as the safety net. DesiredPending for the overlap test is now built LAZILY (only when an in-range transition candidate exists). The hold is re-evaluated on a ROTATING BUDGET (TransitionHoldQueue + cursor, ~256 tiles/crossing): re-scanning the whole hold each crossing degenerates back to the O(loaded) scan whenever streaming never settles (measured 2.47 ms/crossing in the first packaged capture) — keeping a tile a few crossings longer is always hole-safe, and every held tile passes under the cursor within a few crossings. The SET is authoritative membership; the queue may hold stale keys (lazily dropped on scan). Same hole-free semantics, O(delta + budget) per crossing.
  • Budgeted teardown (PendingUnload + ProcessUnloadQueue, called from Tick after the apply drain; VoxelSettings::MaxUnloadsPerFrame): the cull APPROVES removals (strict load-before-unload) but doesn't destroy in place — it queues them. ProcessUnloadQueue runs at most MaxUnloadsPerFrame UnloadTiles/frame (scaled up to 4× with backlog, capped so a huge backlog can't re-spike). WHY: a fast traversal culls a whole shell's worth of tiles in ONE frame, and each UnloadTile does DestroyComponent + (level 0) ContentManager::ClearChunkDestroy() of every decoration actor — an unbudgeted burst = a game-thread spike ("stuff torn down behind you" at speed). Mesh APPLIES were already budgeted; this matches it for DESTROYS. Re-desired tiles are cancelled out of the queue (still loaded → no reload). PendingUnload is cleared in RegenerateAllChunks/EndPlay (tiles already gone).
  • Collision only at LEVEL 0 (ApplyMeshToTile): UpdateSectionConfig(..., Tile.Level==0). Far tiles are unreachable; cooking their Chaos collision is waste. (Was T1.c, now per-tile-level.)
  • No shadows on far tiles (draw cut) (ApplyMeshToTile): SetCastShadow(Tile.Level <= 1). Each shadow-casting tile emits a second shadow-pass draw; the far coarse tiles don't need it. NOTE: fps is RENDER-side (draws ≈ visible tile count × passes); generation cost (workers) and tile resolution (cuts triangles, not draws/components) don't move the game thread — tile COUNT does (hence the clipmap).
  • Trivial-empty tile reject (T1.d) — v2 SHIPPED (2026-07-05); v1 was reverted 2026-06-26. UVoxelGenerator::ClassifyTile(Origin, Step, Cells) runs on the gen worker BEFORE the density pre-sample (LoadTile task, scope VoxelForge_ClassifyTile); AllSolid/AllAir ⇒ GenerateMesh is skipped and the tile stays bEmpty. Motivation: the 2026-07-05 Insights trace showed 84 % of GenerateMesh calls produced empty tiles (83 925 gens vs 13 227 meshes — ~500 s of 617 s worker CPU wasted) and gen throughput had become the felt gameplay limit ("standing waiting for generation"). Why v1 failed & how v2 avoids it: v1 used a GLOBAL analytic ceiling bound — not conservative when the cap hangs low (CeilingRoughness/RidgeStrength) → holes in the roof. v2 makes NO amplitude guesses: it evaluates ComputeSurfaceColumn (the SAME function as the density path, via the SHARED GSurfColCache) on the exact lattice the mesher would sample (margin ring included) — same functions + same inputs ⇒ the same floats ⇒ the verdict is exact at the lattice, not an estimate. Per-z rules: gap chunk = solid; surface seal band (ApplyBoundarySeal inequalities, BaseDensity>0) = solid; surface interior z: air ⇔ TerrainZ ≤ z ≤ CeilSurf (MC D ≥ 0); ANY other archetype / out-of-layout chunkZ ⇒ Mixed (cave interiors are not provable in v1 of this classifier — a future extension could use "SDF cache empty + worm network mask" for deep TunnelNetwork rock). Conservative guards (anything that can carve/fill): player mods (HasAnyModInChunkRange) ⇒ Mixed; passages (AnyPassageNearBox, bounding spheres + carve blend pad) and the (0,0) spine (circle/box XY) kill AllSolid; disturbance chasms kill AllSolid, bridges/ridges kill AllAir. A false Mixed only costs CPU; the code must NEVER emit a false AllSolid/AllAir (that's a hole). Capture tiles (bWantCapture, density-volume shadow window) always generate — the volume wants the grid even for uniform cells. A sparse ~5×5 column pre-pass exits Mixed fast on surface-crossing tiles; a Mixed verdict leaves its columns warm in GSurfColCache for the GenerateMesh that follows.
  • Worker-built StreamSet (T1.f) (BuildTileStreamSet, LoadTile task → FChunkResult::Streams): the RMC vertex/index buffers (FRealtimeMeshStreamSet) are built ON THE GEN WORKER, not on the game thread. The per-vertex builder loop was the dominant game-thread streaming cost (measured: game thread >6 ms while moving, GPU/Draw idle — purely game-bound). BuildTileStreamSet touches ONLY the POD FVoxelMeshData arrays (no UObject, no generator) so it's worker-safe; ApplyMeshToTile now only resolves material/ceiling (O(1)), gets/creates the component, and hands the finished streams to CreateSectionGroup(MoveTemp(...)) (which already uploads async via its TFuture). FChunkResult carries the streams as a TSharedPtr (forward-declared in the header) so it stays movable through the MPSC queue; the worker Enqueue(MoveTemp(Result)) (no payload copy). Don't move the builder loop back onto the game thread. Geometry is byte-identical — only WHERE it's built changed. Empty/all-air tiles carry no streams (bEmpty) → no component. NOTE: RMC collision is already async-cooked (bUseAsyncCook=true), so level-0 collision (T1.c) is NOT a game-thread spike. Remaining per-apply game cost is NewObject+RegisterComponent for new tiles → component pooling (T2.c) is the next lever IF a trace still shows ApplyMeshToChunk cost.
  • Insights scopes VoxelForge_GenerateMesh / VoxelForge_BuildStreams (worker) / VoxelForge_ApplyMeshToChunk (game-thread apply, Perf 0) bracket the worker gen + stream build + game-thread upload — capture a trace to see if we're density-, build-, or upload-bound.
  • Float SIMD noise core (T2.a) (Public/VoxelNoise.h): the density hot path uses VoxelNoise::Perlin3D (single-sample, float, table-free hash-gradient) and VoxelNoise::FBM / Ridged (octaves evaluated 4-wide via SSE Perlin3D_x4) — NOT FMath::PerlinNoise3D (double-precision, the old ~6.6 ms/chunk noise cost). FractalNoise3D / RidgedNoise3D in VoxelGenerator.cpp are now thin wrappers over it; every call site is unchanged. It's a DIFFERENT noise field than FMath's ⇒ a ONE-TIME world re-tune (fBm/Ridged contracts/[-1,1] are identical). Pure function of (x,y,z) ⇒ every box-validity cache stays valid. Scalar Perlin3D and SSE Perlin3D_x4 are op-for-op identical (bit-identical on x86) — the SIMD path is a free speedup; #define VF_NOISE_USE_SIMD 0 falls back to scalar with no re-tune if a toolchain rejects the SSE4.1 intrinsics. StrateManager's passage/transition Perlin calls were left on FMath (layout-time, not per-voxel). Don't reintroduce FMath::PerlinNoise3D on the density path.
  • LOD-aware octave drop (T2.b, opt-in) (VoxelGenLOD in VoxelGenerator.h, guard in GenerateMesh): coarse tiles (Step>1) drop Settings->LODOctaveDrop × log2(Step) octaves from the generator's PER-VOXEL volumetric noise via a thread_local bias — sub-cell octaves can't shape a coarse isosurface. Default 0 = off = byte-identical; LOD0 is never biased. The bias is TGuardValue-scoped to the tile, so deco snapping / density-volume fill / game-thread queries always see 0. Deliberately NOT applied to XY-field noise (heightfield, ceiling, relief, moisture): those feed box-validated caches that outlive a tile task on the same thread, and climate/biome must stay LOD-independent. Keep any new per-voxel fractal call site on VoxelGenLOD::Eff(N) and any new cached-field call site OFF it.
  • Tile component pool (T2.c) (TileComponentPool + Acquire/ReleaseTileComponent, VoxelWorld): unloading parks the tile's RMC component (geometry+collision stripped via RemoveSectionGroup, hidden, still registered) instead of DestroyComponent; applies pop from the pool instead of NewObject+RegisterComponent. Also: ApplyMeshToTile now reuses the component's existing URealtimeMesh (GetRealtimeMeshAs) — InitializeRealtimeMesh allocates a NEW mesh object every call, so calling it per apply (the old code) orphaned one UObject per re-mesh to the GC. A parked component MUST have its section group removed (hidden ≠ collision off) — don't "optimize" that away. Pool is bounded (MaxPooledTileComponents); overflow is destroyed for real.
  • ProcessQueue MUST be EQueueMode::Mpsc (VoxelWorld.h): up to MaxConcurrentTasks ChunkGen worker threads Enqueue concurrently; the game thread is the sole consumer. The default Spsc is single-producer — concurrent enqueues race the tail link and silently DROP results, leaking PendingChunkCoord slots until the budget is exhausted and streaming stalls for good (intermittent; worst during the completion bursts right after the player moves).

8.11 Live tuning & debug (AVoxelWorld, CallInEditor / PIE)

  • RebuildStrates — re-reads ALL of VoxelSettings and rebuilds layout/gap/passages/spine + regenerates. Use after changing those (plain RegenerateAllChunks keeps the old layout/passages).
  • ValidateDeterminism (F2) — one-click §8.4 regression test: samples chunk-boundary points under two different thread_local cache alignments (left-chunk warm vs right-chunk warm) + a repeat pass; every delta must be EXACTLY 0. Run it after any hot-path refactor that claims bit-identity (~1 s, game thread, PIE).
  • bDebugDrawPassages — draws every passage (cyan path, green=upper / red=lower endpoints).
  • EditorCarveSphere/EditorFillSphere + EditorBrush* props — manual carve/fill in PIE.

8.12 Authoring a strate (data asset)

  1. Create UVoxelStrateDefinition, pick GeneratorType → its param group appears; tune it.
  2. PassageConfig → how THIS strate connects DOWN (count / style / tapered width / length / placement).
  3. Disturbances for chasms/bridges/ridges; bHasWater+WaterMaterial(+WaterLevelRelative) for water.
  4. Atmosphere: FogColor/Density, AmbientLight*, bVolumetricFog, or a full AtmosphereActor BP; CeilingLayerActor/FloorLayerActor (+offsets/rotations) for cloud seas.
  5. Decorations/AmbientActors (placement rules) for content + lights.
  6. (Optional) Biomes[] + BiomeMapParams to vary terrain/content within the strate (§8.14). Author UVoxelBiomeDefinition assets (climate box + modulation + content), then tune layout with AVoxelWorld::BakeBiomePreview. Turn ReliefStrength down when biomes drive elevation.
  7. Reference from VoxelSettings (StratePool/FixedStrates). Global knobs there: OriginSpineRadius, bOpenSurfaceEntry, InterStrateGapChunks, view distances, LOD, carving budget.

8.13 New files this redesign

Public/Private/VoxelContentManager.h/.cpp (§8.5) · Public/Private/VoxelAtmosphereManager.h/.cpp (§8.6) · Public/VoxelBiomeTypes.h + Public/VoxelBiomeDefinition.h/Private/VoxelBiomeDefinition.cpp (§8.14). Everything else extended existing files: VoxelStrateTypes.h (archetype params, disturbance, FStratePassageConfig, enums), VoxelStrateDefinition.h, VoxelGenerator.h/.cpp (archetype density fns + spine/disturbance/param-cache), VoxelStrateManager.h/.cpp (per-archetype getters, passages, gap, atmosphere Z helper), VoxelWorld.h/.cpp (managers, streaming perf, brush API, editor buttons), VoxelDiffLayer.h/.cpp (brush shapes), VoxelSettings.h, VoxelCaveMorphology.cpp (two-region determinism). Status: compiles & runs in-editor.

8.14 Biome system (Stage 1 — climate-driven, full-param overrides)

Biomes vary terrain and content WITHIN a strate. A biome is a "mini-strate-variant": it can carry a FULL archetype param override (its own FSurfaceGenerationParams, …) plus a content profile, placed by a deterministic, window-invariant world-XY field. Empty Biomes[] ⇒ bit-identical to the pre-biome world. (Replaces the earlier FBiomeModulation scalar bag — full params let a biome change anything, e.g. frequencies, which scalar multipliers couldn't.)

  • Assets/data. UVoxelBiomeDefinition (one per biome): DebugColor, climate box (relief, moisture), bOverrideTerrain + GeneratorType + the matching archetype param struct (Surface wired), content profile (decorations/atmosphere/water). + UVoxelStrateDefinition::Biomes[] & BiomeMapParams. Types in VoxelBiomeTypes.h (§3.8).
  • The field (pure XY, window-invariant — §8.4). SampleBiomeAt (VoxelGenerator.cpp): warped Voronoi over a jittered grid → dominant cell + nearest neighbour (F1/F2) + border blend weight. Each cell's biome is chosen by ClassifyBiomeAtSite from the site's climate = SampleRelief (the relief map M, shared with SurfaceWorld terrain) + SampleMoisture, matched against each biome's (relief, moisture) box → coherent geography. Climate must vary much slower than CellSize (~4-6 cells/feature) or it's salt-and-pepper.
  • Per-chunk resolution (perf — §8.10). ResolveBiomeSampleAt/RebuildBiomeGrid build a FChunkBiomeCache: the expensive cell classification is done ONCE into a small grid; per voxel only a warp + 3x3 lookup, returning FBiomeSample (dominant + neighbour + weight). Cache validity is a world-XY BOX + ChunkZ + Seed (NOT a chunk key) — gradient-normal + boundary samples stay inside the box and don't thrash the noise-heavy rebuild (same as the SDF cache). Bit-identical to SampleBiomeAt, so the baked preview matches the terrain. GetBiomeContextForChunk supplies the flattened POD context per chunk (thread-local CP_BiomeCtx).
  • Consumption — SURFACE (output-blend). Per chunk, CP_SurfaceBiomeParams[] holds each biome's resolved surface params (its override when bOverrideTerrain + GeneratorType matches, else the strate's) with structural fields forced from the strate (Z bounds, seal, base density, water level). Per voxel: ResolveBiomeSampleAt → dominant PD (+ neighbour PN); GetSurfaceDensity computes ComputeSurfaceTerrainZ for PD and, in the border band, for PN, and lerps the resulting HEIGHTS. Blending heights (not params) is seamless across any difference (frequencies included) — what per-param blend never could. PD==PN, weight 0 ⇒ bit-identical, no biomes.
  • Consumption — CAVES: structural overrides are NOT applied (determinism). Rooms/tunnels are decided over a wide COLLECT region spanning chunks (§8.4); making room params vary by region would need the biome sampled per room site inside BuildChunkCache, or it breaks window-invariance (a room near a border resolves differently per querying chunk → seams/holes). So SDF archetypes (Tunnel/Maze/Shaft/Islands) keep strate-level structure; biomes affect them via content + atmosphere only (below). Per-room-site biome params = a future deep task.
  • Consumption (content/atmosphere). ContentManager DECORATIONS resolve the biome per column on the worker (ResolveBiomeSampleAt, box-cached) → organic borders (§8.5); a column rolls only its biome's decorations (else the strate's). GetDominantBiomeAt(x,y,chunkZ) (game-thread, uncached) → biome ASSET is still used for the cheaper single-point picks: ContentManager water material + AtmosphereManager player dominant biome fog/sky (bOverrideAtmosphere). Works for ANY archetype. Water LEVEL stays strate-global (continuous plane); biomes retint material only.
  • Preview tool. AVoxelWorld::BakeBiomePreview() (CallInEditor) bakes biome / relief / moisture to Saved/BiomePreview.png via a transient generator (no PIE). Needs the ImageWrapper module.
  • Status: A (field+asset+preview), B (terrain), C (content/atmosphere) verified in-editor. Full-param redesign (surface output-blend) BUILT & WORKING (ticked 2026-07-27). Cave structural biomes deferred (determinism, see above). Per-voxel biome warp (+2 Perlin) & content GetDominantBiomeAt are future T1.a column-cache candidates.

8.15 Biome material identity — vertex-colour palette (F6, Stage 1)

A biome re-skins the terrain SURFACE (not just content/atmosphere) through a single master material, with NO extra draw calls / material slots and NO per-tile material swap (which would seam at tile borders). The biome's MaterialPaletteIndex (0-255) is baked into the mesh vertex colour and a master triplanar material switches/blends its layers on it. Works for ANY archetype (it rides the generic biome field), not just SurfaceWorld. Empty Biomes[] ⇒ all-zero colour ⇒ bit-identical look.

  • Vertex-colour layout (FVoxelMeshData::Colors, packed in UVoxelMarchingCubesMesher::GenerateMesh GetOrCreateVertex): R = dominant biome MaterialPaletteIndex; G = slope (1-|N.z|: 0 flat floor/ceiling, 1 vertical wall — for rock-on-cliffs); B = biome border blend weight (0 deep in a cell → ~0.5 at the border); A = NEIGHBOUR biome MaterialPaletteIndex. The master material does lerp(layer[R], layer[A], B) for a seamless cross-fade along the biome field's own border (B peaks at ~0.5 = 50/50 at the border; the identities swap across it, so 50/50 both sides ⇒ no discontinuity — do NOT rescale B to reach 1.0 or the swap becomes a hard seam). Height/snow-line is derived in-material from WorldPosition.Z (no channel needed). Skirt verts inherit their source vertex's colour (AddSkirtVert takes the colour) so the Colors array stays parallel.
  • Data path. UVoxelBiomeDefinition::MaterialPaletteIndexFBiomeResolved::MaterialPaletteIndex (set in StrateManager::GetBiomeContextForChunk) → UVoxelGenerator::GetBiomeMaterialAt(x,y,z → dominant/neighbour palette + weight). That method mirrors GetDensityAt's biome caching: a thread_local per-chunk FBiomeContext + box-validated FChunkBiomeCache, so the noise-heavy classify is reused across a tile's vertices. Resolved per UNIQUE vertex (after dedup), not per triangle corner. Window-invariant (ResolveBiomeSampleAt, bit-identical to SampleBiomeAt).
  • Apply. AVoxelWorld::ApplyMeshToTile calls Builder.EnableColors() + Vertex.SetColor(...). The terrain material slot is still strate OverrideMaterial / Settings->VoxelMaterial — author THAT as the master palette material. No biome terrain-material asset field (palette index is the contract).
  • Perf. Free where a strate has no biomes (GetBiomeMaterialAt early-outs to palette 0). Otherwise one biome resolve per unique vertex, bounded by the per-chunk biome cache (don't feed it a chunk key — keep the box validity, §8.10). Coarse far tiles have few vertices.
  • Status: C++ BUILT & WORKING (ticked 2026-07-27). The master material graph is still editor-side work and is deliberately NOT ticked — that half is Jahni's, not the code's.

9. Multiplayer model (listen-server first, dedicated-friendly)

Status: DESIGN ONLY — nothing is networked in-tree yet (no Replicated/HasAuthority/RPCs; a single GetPlayerPosition() center; a local diff layer). This section locks in the invariants so the streaming / AI / carve systems are built network-aware from the start instead of retrofitted. Target now = listen server (the host is a player AND the authority); dedicated server = future / out of scope, but the abstractions below (anchor policy + role) already cover it so it's additive later.

9.1 The core invariant — determinism means you NEVER replicate geometry

The world is a pure function of (seed, strate layout) (§8.4). So terrain is reconstructed identically on every peer from a tiny amount of shared state — it is never streamed as geometry over the wire:

  • Replicate the effective seed + strate layout ONCE (at join). Every client's UVoxelGenerator + UVoxelStrateManager then generate byte-identical terrain locally. (Today the seed lives on the data asset / UVoxelSettings::Seed; MP must propagate the host's effective seed to joiners so their generators match — a mismatch = divergent worlds. The strate layout is deterministic from seed, so it syncs implicitly once the seed does.)
  • The diff layer is the ONLY non-deterministic terrain state (§3.9, voxelforge-difflayer-threading) → it is the only thing that must sync. Since carving is a minor feature, this traffic is small.

9.2 Authority — server-authoritative diff, deterministic local re-mesh

  • A carve/fill is a request: client → Server_RequestModification(FVoxelModification) → the authority (the host) validates it (DiffLayer budget / anti-cheat, §3.9 CanModify) → applies to the authoritative diff layermulticasts the small FVoxelModification (center/radius/strength ~a few floats) → every peer applies it to its LOCAL diff layer and re-meshes locally via the existing ApplyModification path (§3.5). Geometry never crosses the wire; only the edit event does.
  • On the listen server the host is also a player, so a host carve applies directly (still through validation) then multicasts. Remote clients only ever send requests.
  • Season / seed change (ChangeSeed, RegenerateAllChunks) bumps a local GenerationEpoch today — in MP this must become a server-driven multicast event (everyone bumps epoch + regenerates from the new seed). Epoch stays a per-peer local counter; the trigger is networked, the counter is not.

9.3 Multi-anchor streaming — the backbone, not just an AI feature

IMPLEMENTED 2026-07-07 (the streaming/collision half; the collision-only render-skip §9.4 is still pending). AVoxelWorld::RegisterStreamingAnchor(Actor, Policy, RadiusChunks) / UnregisterStreamingAnchor (BlueprintCallable) add an actor to StreamingAnchors. UpdateChunksAroundPosition prunes dead anchors + detects chunk crossings (rebuilds the desired set when any anchor crosses a level-0 boundary — same cadence as player movement, coalesced into one rebuild). AddAnchorDesiredTiles (inside BuildDesiredTiles, after the player clipmap + sheet ring) folds each anchor's Chebyshev box of level-0 tiles into the SAME DesiredStamped/DesiredSorted set (deduped vs the clipmap by stamp) → the existing delta cull releases an anchor's tiles automatically when it moves away / unregisters. Zero cost when no anchors (empty loop). The box defaults to a THIN shape (its chunk + 1 horizontal ring + 1 chunk below for ground safety, nothing above — XYRadiusChunks/ZBelowChunks/ZAboveChunks, per-register). CollisionOnly anchor tiles are hidden (§9.4). Anchor tiles sort by distance-to-player, so one far from every player streams last (fine for now; a per-anchor priority is a later tweak).

The general model MP requires — N centers: the authority streams around every connected player + every AI, because that's how a remote pawn gets server-side collision / movement authority. The registry of anchors:

  • Anchor = { actor, policy }, policy ∈ { CollisionOnly, FullVisual }, plus a role on the world (client / listen-host / [future] dedicated).
  • Listen-host role: FullVisual anchor on its OWN camera (it renders for itself) + CollisionOnly anchors around every REMOTE player + AI (it needs their collision for authority, not their pixels).
  • Remote-client role: FullVisual anchor on its own camera + collision around its own pawn (local prediction). It does not stream other players' far tiles.
  • [Future] dedicated role: ALL anchors CollisionOnly — no visual mesh anywhere server-side. The listen-host's CollisionOnly path IS this path, so dedicated is just "no local FullVisual anchor."
  • Keep today's single-player fast path exactly when the registry has one FullVisual anchor and no others.

9.4 Collision-only tiles — render-skip (IMPLEMENTED 2026-07-07)

A level-0 tile that ONLY a CollisionOnly anchor wants (the player clipmap did not stamp that exact key this crossing) goes into CollisionOnlyTiles; ApplyMeshToTile cooks its collision but SetVisibility(false)no draw, no VSM, no shadow — killing the cost of terrain around AI / remote players far from the local camera. If the clipmap (or a FullVisual anchor) also wants the tile, it renders normally. Visibility flips on ALREADY-LOADED tiles (player walks toward/away from a cluster) are handled by ReconcileAnchorTileVisibility diffing CollisionOnlyTiles vs its previous set each crossing (bounded by the small anchor set, no O(loaded) scan). Collision is independent of visibility in UE, so a hidden tile still collides.

  • Still on the frame: the geometry streams are built on the worker (BuildTileStreamSet) even for hidden tiles — off the frame, but it's CPU+memory. A deeper "cook collision without building render streams" path (true CollisionOnly, and the future dedicated-server terrain) is a later optimization.
  • SetCanEverAffectNavigation(false) stays — nav is function-based (§9.6), not Recast, so collision tiles never feed a navmesh.

9.5 Late join

A joiner receives the seed/layout (regenerates everything locally) + a compacted diff snapshot replayed into its diff layer. Nothing else needs transfer — the rest of the world is a function. The diff layer is already chunk-keyed and lock-guarded (voxelforge-difflayer-threading); a serialize/replay path is the main new piece.

9.6 AI is authority-side + function-based nav (see the AI-nav plan)

AI runs on the authority (host now, dedicated later). Nav is function-based — a coarse A* + funnel + spline route over GetVoxelSurfaceHeightAt/GetDensityAt (+ the diff layer so AI sees carves), followed by a steering component for smooth (non-robotic), cheap locomotion. Crucially it queries the world FUNCTION, so it needs zero loaded geometry — ideal for the authority side and mandatory for a future headless dedicated server (which has no meshes). Recast is rejected: it would need cooked collision everywhere AI roams, server-side, re-cooking on every dig. Build order: multi-anchor collision streaming (§9.3) FIRST (now MP-foundational), then the function nav.

9.7 What's NOT built (greenfield checklist)

Seed/layout replication at join · Server_RequestModification RPC + multicast of applied mods · anchor registry (DONE 2026-07-07, §9.3) + CollisionOnly render-skip (DONE 2026-07-07, §9.4 — hide-based; the deeper no-stream-build path still open) + role awareness · networked season/seed (epoch multicast) · diff-layer serialize/replay snapshot for late join · server-side AI + function nav. All additive on top of today's deterministic single-player core.