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VoxelForge/Standalone/Research/WorldAssemblerM3/Linux69/REPORT.md
T
Fr0zkaandClaude Opus 5.5 81e2452a3d captures: readable player-view captures with a coverage gate (L69); R36 native-generator survey
- Capture exports now cover a 90-degree player frustum (radius 3, LOD 0-8, overlap patches);
  a 17x9 ray coverage probe aborts before rendering if tiles are missing (truncated-mesh
  control: 480 uncovered samples, rejected). Clear colour is sky blue, so un-meshed space can't
  pass as dark rock. 16 views of the owner's four-strate plan.
- Explore commandlet: finite XYZ spawn override for traces (Source/, Linux-compiled).
- In-engine four-strate trace NOT obtained: the engine-generated plan fails passage validation
  at a solid centerline voxel (~(-43,-34.5,-448.5) m) while the headless owner_world.json
  plan passes. Engine and headless plans diverge.
- R36 (read-only): order TN -> VS -> FI for native migration; native FI is reachable from the
  adapter but not selected in the owner run, cause unknown.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-10-27 04:00:49 +01:00

6.9 KiB
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Linux69 — owner four-strata captures and spawn trace

Captures

The L68 exports were limited to a small clip radius and LOD0 (max-clip-level=0, max-level=0). The camera frustum extended beyond those tiles, while the renderer cleared empty pixels to RGB (0.035, 0.055, 0.075). Unmeshed space therefore looked nearly black.

L69 exports use a 90° player-view frustum, radius 3 and LODs through 8. A coverage probe samples a 17×9 ray grid at 50 points per ray, every 4 m from 1 m through 197 m. Nine views needed one overlapping mesh patch. All 16 ended with zero uncovered probe samples. The renderer clear color is now sky blue (RGB (0.30, 0.48, 0.62)). A tile coverage failure aborts before rendering, so a missing export cannot silently become a black capture. This is a sampled coverage check, not a per-pixel proof.

The negative control removes 8 tiles from the strate 0 arrival mesh. It reports 480 uncovered samples and fails before rendering. Control mesh: Saved/Linux/l69/controls/strate0-arrival.truncated.vfmesh.

The coverage probe only answers whether mesh tiles cover its sampled frustum points. No real hole was confirmed in the captures. The engine trace blocker below is a solid passage sample. Blue pixels indicate an unoccluded ray through covered tiles; this round did not add a separate classifier for open sky versus a terrain breach.

All JPEGs are below 300 KB; combined size is 447,288 bytes.

Strate View File Bytes What it shows
0 Arrival strate0-arrival.jpg 40,064 Player-eye view at the surface arrival, facing into the route.
0 Route strate0-route.jpg 38,567 Player-height view along the surface route toward the passage.
0 Departure mouth strate0-departure-mouth.jpg 35,055 Inside the upper mouth looking outward.
0 Overview strate0-overview.jpg 23,395 Elevated view, 70 m above the arrival, looking down at the route.
1 Arrival strate1-arrival.jpg 24,524 Player-eye view at the strate 1 arrival, facing into its route.
1 Route strate1-route.jpg 29,602 Player-height view along the passage.
1 Departure mouth strate1-departure-mouth.jpg 26,090 Inside the upper mouth looking outward.
1 Overview strate1-overview.jpg 25,960 Elevated view, 70 m above the arrival, looking down at the route.
2 Arrival strate2-arrival.jpg 20,339 Player-eye view at the strate 2 arrival, facing into its route.
2 Route strate2-route.jpg 20,244 Player-height view along the passage.
2 Departure mouth strate2-departure-mouth.jpg 33,125 Inside the upper mouth looking outward.
2 Overview strate2-overview.jpg 25,668 Elevated view, 70 m above the arrival, looking down at the route.
3 Arrival strate3-arrival.jpg 24,307 Player-eye view at the strate 3 arrival, facing into its route.
3 Route strate3-route.jpg 23,966 Player-height view along the passage.
3 Departure mouth strate3-departure-mouth.jpg 35,034 Inside the lower mouth looking outward.
3 Overview strate3-overview.jpg 21,348 Elevated view, 70 m above the arrival, looking down at the route.

In-engine spawn trace

The host rebuilt successfully on Linux. The trace harness was prepared for 3 rotated/interleaved trials per strate, spawning at each arrival. No strate 0 attempt produced a valid Core trace; the other strata were not run. Engine metrics are therefore unavailable, including walkable ring, LOD0 ring, full set, worker-seconds, LOD0 p50/p95, and generateTile / mesh-copy / RMC timings.

Strate Arrival spawn (m) Headless whole-view median Valid engine trials Walkable ring LOD0 ring Full set Worker-s LOD0 p50 / p95 generateTile / mesh copy / RMC
0 (0, 0, -374.939) 1.074 s 0/3 (attempts blocked) N/A N/A N/A N/A N/A N/A
1 (25.837, 3.199, -737.000) 1.503 s 0/3 (not run) N/A N/A N/A N/A N/A N/A
2 (19.166, -14.200, -753.374) 0.577 s 0/3 (not run) N/A N/A N/A N/A N/A N/A
3 (-20.063, -5.068, -900.354) 0.210 s 0/3 (not run) N/A N/A N/A N/A N/A N/A

No engine/headless percentage comparison is available, so no >30% gap can be assessed. The default engine-generated four-strate plan failed passage validation at the solid Core voxel (-172, -138, -1794) (25 cm per voxel; approximately (-43.0, -34.5, -448.5) m). This is a blocked centerline point, not a hole. The saved owner manifest lacked layout_chunk_width_q; regenerating and combining its current SurfaceWorld plan with the saved FloatingIslands plan got past parsing, but UE rejected the island plan bounds. The imported slot is strate 1 chunks [-79, -16], while the live slot resolves to [-93, -64]. A floating-islands-only headless export also failed because it could not resolve a SurfaceWorld strate. I stopped without bypassing the production checks.

Failed runs and build notes

  • Radius 4 exports, with max clip level 8 and then 7, exceeded the 160-million-node shape safety bound. Radius 3 plus overlapping patches covered the views.
  • The UE host toolchain failed under the 6 GiB address-space limit during CoreCLR startup, so host build and UE runs used the requested 6 GiB RSS limit. The host build passed after using the local VFHost/PluginDeps plugin mirror; the final incremental build compiled the spawn-coordinate parser.
  • The first UE trace launch exposed comma parsing in the new spawn argument. The parser was corrected and the host rebuilt. One RSS-capped launch exited when AndroidFileServer failed to map; disabling that unrelated plugin let the commandlet run. The generated-settings plan hit the solid-centerline failure above. Manifest attempts then encountered the stale schema and stale island bounds; none reached valid spawn tracing.
  • No attempted run exceeded 30 minutes. Logs are under Saved/Linux/l69.

No world recipe, geometry, or peer-determinism inputs changed. The only Source/ edit is Source/VoxelForgeEditor/Private/VoxelForgeExploreCommandlet.cpp, adding a finite XYZ spawn override for the trace; it compiled in the Linux host build. Standalone/Source/StreamBenchmarkHeadless.cpp also writes the canonical manifest after plan assembly for trace setup; its Linux rebuild passed. Other capture-only edits are in Standalone/Source/LinuxOffscreenCapture.cpp and Standalone/Source/StreamBenchmarkPipeline.h.