Files
VoxelForge/OPSTACK-PROGRESS.md
T
Fr0zka 85993199fb test: the slab test proved less than it claimed — add the pass that varies CeilingRoughness
SlabEquivalence came back green (FlatPlain 36/60 and CrystalChamber 40/60 tiles
proved uniform, vs zero for today's ClassifyTile; 52/20000 ULP-scale diffs, 0
isosurface crossings). But both archetypes reported the SAME 52 and the same worst
delta, which pointed at the fixture: FTestWorld::Build sets only GeneratorType, so
both slots carry DEFAULT slab params.

So the two passes were the same configuration at two depths. The test claimed to
demonstrate "one op, two archetypes" while never varying CeilingRoughness — the
only field that actually distinguishes CrystalChamber. The differing tile counts
come from the slots' Z ranges, not from the archetypes.

Third pass added: CrystalChamber(tuned), CeilingRoughness 6 -> 20, rougher floor,
3x the columns. It varies what matters and doubles as the worst case for the
ClassifyBox amplitude bounds — a large CeilingRoughness widens the ceiling band and
makes the FloorSurface + 2 clamp far more likely to bind, which is precisely where
a false verdict would be a hole. The default params were too gentle to stress it.

The ULP residue is left alone: deterministic, 0 isosurface crossings, and the same
shape C10 already cost six builds to prove not worth chasing.

UNVERIFIED: the third pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:34:16 +02:00

57 KiB
Raw Blame History

OPSTACK — progress log

APPEND ONLY. Never rewrite or reorder entries. Write the entry for a piece of work before starting it, so an abrupt session end still leaves an accurate marker.

Entry format: date · what · believed-true · UNVERIFIED (everything not yet built by Jahni) · next single action.

This file is how a fresh context resumes. Read the last entry first, then OPSTACK-PLAN.md §9.


2026-07-27 — branch created, design locked, nothing built

What: Branch experimental created from 69fa73e tmp and checked out. main untouched and is the known-good fallback world. Design finalised across OPSTACK-PLAN.md (incl. §2.5 op taxonomy and §2.6 acceptance bar, both added after Jahni's objection that a naive "ops" reading would just be his old room-operations system). Kickoff prompt written to OPSTACK-PROMPT.md.

Believed true: the plugin builds and runs correctly as of this commit — everything through F20 phases 1+2 is built and working (confirmed by Jahni 2026-07-26; the "PENDING BUILD" markers still in fable-idea.md / ARCHITECTURE.md are stale and are queue item Q3). bEnableDensityVolume is already set to false. Lighting is deprecated for now. Live direction before this refactor was 3D density generation (overhangs, caves inside mountains).

UNVERIFIED: nothing yet — no code has been written for this refactor.

Known open bugs, not yet fixed, documented in AUDIT-2026-07.md §1: C1 large-seed noise collapse · C2 three cache keys missing LayoutVersion · C3 FMath::PerlinNoise2D on the SDF hot path (dormant) · C4 GetPlayerPosition zero-vector sentinel · C5 unbounded-join-on-shutdown · C6 diff-layer scaling.

Next single action: Phase 0.5 — the three automation tests (density purity across worker threads, ClassifyTile vs brute force, DiffLayer under contention). Then the Phase 1 skeleton header only. Then STOP for a build. See OPSTACK-PROMPT.mdWHAT TO DO.


2026-07-27 — Q4 done: the design docs are in git

What: .gitignore replaced the single !CODEMAP.md exception with !*.md, and committed ARCHITECTURE.md, AUDIT-2026-07.md, CLAUDE.md, OPSTACK-PLAN.md, OPSTACK-PROGRESS.md, OPSTACK-PROMPT.md, REVIEW_FINDINGS.md, fable-idea.md (commit 3128852). CODEMAP.md.bak stays ignored (.bak doesn't match *.md).

Why first, out of queue order: every *.md was ignored, so a git commit of this progress file would have silently recorded nothing. The whole unattended crash-safety discipline depends on this file being committable, so it had to lead.

Believed true / verified: verified — git ls-files "*.md" now lists all nine.

UNVERIFIED: nothing (no C++ touched).

Next single action: Phase 0.5 tests + the Phase 1 skeleton header.


2026-07-27 — starting Phase 0.5 (tests) + Phase 1 skeleton header

Plan for this batch, written before doing it (so an abrupt end leaves a marker):

  1. Source/VoxelForge/Private/Tests/VoxelForgeDeterminismTest.cpp — density purity, shuffled order, multi-threaded (ParallelFor), bit-equality.
  2. Source/VoxelForge/Private/Tests/VoxelForgeClassifyTileTest.cppClassifyTile verdict vs a brute-force sweep of the exact mesher lattice.
  3. Source/VoxelForge/Private/Tests/VoxelForgeDiffLayerTest.cpp — N readers + 1 writer, monotonic version, no crash.
  4. Public/VoxelDensityOp.h — the Phase 1 contract. HEADER ONLY, nothing wired into GetDensityAt.

Known design constraint found while reading: ClassifyTile and GetDensityAt's per-chunk caches need a live UVoxelStrateManager, whose only entry point is Initialize(UVoxelSettings*, int32) reading TSoftObjectPtr pools. Tests therefore build transient UVoxelStrateDefinition objects and point soft pointers at them. If that resolve turns out not to work headless, test 2 self-skips rather than failing — noted here because a skip that looks like a pass is exactly the kind of thing that hides a bug.

UNVERIFIED: everything below this line until Jahni builds. No test has ever been compiled in this plugin — Private/Tests/ is a new directory and the module has never pulled in AutomationTest.h.

Next single action: write the three test files.


2026-07-27 — batch A+B landed, BUILD GATE reached

Commits, oldest first:

Commit What Risk
3128852 .gitignore !*.md + the eight design docs into git (Q4) none
6eec796 the three Phase 0.5 tests + VoxelForgeTestFixture.h new files only
d41d34e Public/VoxelDensityOp.h + EVoxelTileClass moved to VoxelTypes.h header-only
73f6b26 AUDIT C2 fix — five caches now key on GetLayoutVersion() ⚠️ the only commit that touches a hot path
b4d13e0 regression test for C2 new file only

Believed true: 73f6b26 is behaviour-neutral at a static layout — the layout version only moves on Initialize, so a running world sees the same keys it saw before, plus one uint32 compare per chunk-change. It changes behaviour only after a RebuildStrates / editor live edit, which is the bug.

Design decision worth not re-litigating: ClassifyBox in VoxelDensityOp.h is deliberately NOT source-only. ApplyBoundarySeal does Max(D, SealFactor·BaseDensity) inside its band — it forces solid regardless of input, and pure direction (FillOnly) cannot express that. Over a box sitting entirely in the top seal band the source says AllAir, FillOnly kills AllAir, both hypotheses die → Mixed, whereas ClassifyTile returns AllSolid there today. Not a hole, but a silent loss of exactly the trivial tiles T1.d exists to skip. So forcing ops reset the fold, and ops after them still apply. The full mapping from the fold to today's ClassifyTile is written out in the header.

Deliberately NOT done, and why: AUDIT C1 (unbounded SeedF) is a one-line fix at six sites, and OPSTACK-PLAN §8 lists it first. I left it. It is dormant at small seeds, and applying it changes SeedF from Seed to hash(Seed)&0x3FFF — i.e. it re-rolls the whole world's noise even at today's seed, forcing a re-tune. Doing that in the same build Jahni is using to judge four other unverified changes costs him attribution for no present-day benefit. It should land on its own, deliberately, when he has an hour to re-tune. It is still a real bug — do not lose it.

UNVERIFIED — everything above. None of it has been compiled. In particular the test fixture's TSoftObjectPtr → transient-object resolve has never run.

Next single action: build-free queue. Q1 (OPSTACK-DECOMPOSITION.md), then Q2, then Q3.


2026-07-27 — build-free queue done. END OF UNATTENDED SESSION.

What (queue items, all zero-build-risk):

  • Q1 — OPSTACK-DECOMPOSITION.md (commit c188ee8). All 8 archetypes read line by line and broken into source / combiners / modifiers / structural post, with every FStrateGenerationParams field traced to its destination op. Three findings that change sequencing are in its §0.
  • Q2 — the param audit is §9 of that same file. Every field is claimed except WaterLevelRelative, which is a render/water property misfiled in the density struct (and Lerp'd across strate boundaries, where a water plane arguably shouldn't be). Reported, not deleted.
  • Q3 — stale markers ticked (commit 831ee2f): fable-idea F20 phases 1/2 + F18, REVIEW_FINDINGS perf pass 2 + batch 3, ARCHITECTURE's biome full-param redesign. NOT ticked: ARCHITECTURE's F6 master material graph — its C++ half is built but the graph is editor-side work that is genuinely still open.
  • Q4 — .gitignore (commit 3128852, done first out of order because progress-log commits depended on it).
  • CODEMAP §3 rows for every new/moved symbol; OPSTACK-PLAN phase markers ticked.

The three findings, so they are not lost if only this file is read:

  1. The op contract probably needs an SDF channel as well as a density channel. Rooms, pits and chimneys are SmoothMin'd in SDF space before a single carve, and three of the four SDF archetypes add roughness to the SDF, not to density. A single-channel Eval can only overwrite — which is also why cross-source SmoothUnion ("a maze inside a mountain that looks like it belongs") is not expressible without it. Decide before porting Maze; it is far cheaper now than after four ports. Not applied — it is Jahni's call.
  2. Worm tunnels are why TunnelNetwork can never skip a tile. A fielded 3D-noise carve with no bounds forces CarveOnly everywhere, killing AllSolid for the most-used archetype. Its amplitude is trivially capped by WormStrength, so ~10 lines of scalar bound recovers deep-rock skipping. Suggests one numeric bound belongs in Phase 2, not Phase 3 as the plan has it.
  3. Disturbances already carry lattice bounds ClassifyTile discards (it only tests ChasmDensity > 0 strate-wide). A win available to SurfaceWorld independently of everything else.

Believed true: the working tree is a coherent, committed state. Nine commits on experimental, main untouched.

UNVERIFIED — the whole C++ batch. Nothing has been compiled. Specifically at risk: Private/Tests/ is a new directory, the module has never included AutomationTest.h, and the test fixture's TSoftObjectPtr → transient-UVoxelStrateDefinition resolve has never run.

Next single action: BUILD. Then fix what the tests say, then answer OPSTACK-DECOMPOSITION.md §11, then port Maze. Do not write more plugin C++ before the build.


2026-07-27 — correction to the 3rd entry above

The entry "starting Phase 0.5" says the ClassifyTile test self-skips if the fixture's TSoftObjectPtr resolve fails headless. That was the plan; it is not what was written. All four tests call AddError(World.WhyInvalid()) and FAIL, with a message that says explicitly it is a fixture failure and not a density bug. Failing is the right behaviour — a skip that reads as a pass is exactly what hides bugs — but the earlier entry describes code that does not exist, so it is corrected here rather than edited (this log is append-only).


2026-07-27 — starting Phase 1: the Maze port, OFF the hot path

Jahni said continue and build later, delegating the open design calls. Two decided, with reasons:

(1) Eval becomes two-channelFVoxelOpSample { Density, Sdf } — per OPSTACK-DECOMPOSITION.md §0.1. Maze itself forces the question: its roughness perturbs the SDF (MazeSDF += noise·Rough), not the density. Applied to density instead, the same noise scales with the local gradient and is a visibly different effect. Single-channel could not port Maze faithfully, never mind compose two sources with SmoothMin later. Cost: one float.

(2) The stack's density channel is INTERNAL convention (positive = SOLID), negated once by the caller. This reverses what VoxelDensityOp.h said yesterday (it specified MC). Reason: every existing archetype body is written in internal convention and negates on return. Porting in MC would mean flipping the sign of every line at transcription time — on the plugin's documented #1 source of confusion. Internal makes each port a literal transcription instead. ApplyDisturbances and the diff layer genuinely are MC-space, but they live in GetDensityAt after the archetype today and are NOT in this stack, so the question is deferred, not dodged.

The shape of this batch, and why it is not "unverified code on unverified code": the ops, the stack and the Maze port are all new files, plus one mechanical extraction. GetDensityAt and ClassifyTile are NOT touched — nothing in the running game can change. The port is validated by a test that runs the op stack against GetMazeDensity over thousands of points and asserts bit-equality, so Phase 1's real question ("does the source/modifier split fall out naturally?") gets an empirical answer instead of an opinion. Wiring the stack into GetDensityAt waits for the build.

Files: Public/VoxelDensityPrimitives.h (spine/seal/passage lifted out of VoxelGenerator.cpp so ops and the generator share ONE copy) · Public/VoxelDensityOpStack.h + Private/VoxelDensityOpStack.cpp · Private/Tests/VoxelForgeOpStackMazeTest.cpp · edits to VoxelDensityOp.h and VoxelGenerator.cpp (include the primitives, delete the local copies).

UNVERIFIED: all of it, plus everything from the previous batch.

Next single action: write those files, then STOP.


2026-07-27 — Phase 1 done (written, not built). Maze DOES decompose.

The Phase 1 question is answered. OPSTACK-PLAN §4's stop-trigger asked whether the source/modifier split falls out naturally from the existing code. It does — Maze becomes seven ops with no contortion, and three of them are already shared with other archetypes:

FConstantRockSource      ← also TunnelNetwork's and VerticalShafts' first line
FLatticeCorridorSource   ← Maze only (role 1: what makes a maze a maze)
FSdfRoughnessMod         ← also VerticalShafts, FloatingIslands
FSdfCarveOp              ← the same six lines currently copied in three archetypes
FOriginSpineOp ─┐
FBoundarySealOp ├─ identical in all six density functions
FPassageCarveOp ┘

No revert, no stop-trigger. Commit 4c53d3b.

What is deliberately NOT wired: GetDensityAt and ClassifyTile are untouched, so nothing in a running world can change. OPSTACK-PLAN §4 Phase 1 step 3 ("GetDensityAt gains one branch") is held back until the build is green — wiring an uncompiled stack into the hot path would be exactly the stacked-unverified-work pattern AUDIT §P3 documents. The port is validated instead by VoxelForge.OpStack.MazeEquivalence.

Two contract decisions taken (Jahni delegated them): two-channel Eval, and INTERNAL sign convention inside the stack. Both are argued in the previous entry and in the commit message. The second reverses what VoxelDensityOp.h said on 2026-07-26 — if a later context finds MC-in-stack written anywhere, that text is stale.

One pre-existing hairline bug found and NOT silently patched: at the inner edge of a seal band, 1 - Dist/Thickness can round to exactly 0.0f, so SealFactor·BaseDensity is 0, internal density lands on 0, and the mesher's D >= IsoLevel counts that point as AIR. Today's ClassifyTile excludes those z from column testing and can therefore emit AllSolid over them. It needs the archetype to produce air at exactly that z, so the window is hairline — but a false AllSolid is a hole. The new seal op keeps a 1-voxel safety margin before it forces. The old path is untouched; VoxelForge.Determinism.ClassifyTileSoundness would catch it if it ever fires.

UNVERIFIED: everything, still. Nothing has been compiled.

Next single action: BUILD. Then, in order: fix what the tests report → read MazeEquivalence's two numbers (how many samples differ, and how many tiles the stack can prove uniform) → only then wire the stack into GetDensityAt behind a per-strate opt-in.


2026-07-27 — FIRST GREEN BUILD. Six tests ran. Five passed.

The plugin compiles and the tests execute. Results (VoxelM/Saved/Automation/Automation2026.07.27-02.36.57.csv):

Test Result What it means
ClassifyTileSoundness 600 tiles: 471 Mixed, 76 AllSolid, 53 AllAir. 24 brute-forced against the exact mesher lattice, zero holes. T1.d's soundness is machine-checked for the first time.
DensityPurity 10k points, shuffled order, multi-threaded, with and without carves — bit-identical throughout. No cache-key bug of the AUDIT C2 family survives in the density path.
LiveEditInvalidation 64/64 probes moved after a live edit. The C2 fix works.
BoxVerdictFold The op-stack fold's logic, case by case.
MazeEquivalence (with warning) see below
DiffLayerContention my test was wrong, not the plugin — see below

The two numbers that mattered

454 of 20000 Maze samples differ, largest |delta| 1.907e-06, and ZERO land on the opposite side of the isosurface. 1.907e-06 is exactly one ULP at a float of magnitude 16 — i.e. the ports are geometrically identical: not one triangle would move. §2.6 accepts this. Leading hypothesis for the residue, now fixed and awaiting a re-run: the original routes the noise coordinates through an FVector (double in UE5) before casting back to float, so it rounds float→double→float, while the op passed floats straight through. Under /fp:fast those round in different places. The op now reproduces the detour deliberately, with a comment saying not to "simplify" it. If the next run still shows drift, the next candidate is FMA contraction differing across translation units.

23 of 60 Maze tiles proved uniform. Today's ClassifyTile proves zero for Maze — every cave archetype falls through to "pas prouvable en v1". That is ~38% of tiles becoming skippable for an archetype that has never skipped one, and it is the first hard evidence for the perf half of the whole refactor.

The failure was mine

Expected 'every carve was recorded' to be 400, but it was 3200. GetTotalModificationCount() sums stored entries, not operations — a stroke is filed under every chunk its AABB overlaps, and 400 radius-6 spheres straddling chunk corners store 8 entries each. The concurrency the test actually exists to check all passed: 7 reader threads, 28.7 million read rounds against 760 writes and 6 Clear()s, no crash, monotonic version, clean state afterwards. Assertion rewritten to compare the stored count against the fan-out ApplyModification itself reported, which is a stronger check.

Worth noting for AUDIT C6: that getter is the right metric for the diff-layer scaling wall (stored entries are what grow without bound) and the wrong name for it.

UNVERIFIED: the three fixes in this entry (the diff-layer assertion, the FVector rounding detour, and the FVoxelOpStack move-only/dllexport fix that made the build pass) have not been re-run.

Next single action: rebuild, re-run, and check whether MazeEquivalence now reports 0 differing samples. Then wire the stack into GetDensityAt behind a per-strate opt-in — Phase 1 step 3, which was deliberately held back until the build went green. It now has.


2026-07-27 (afternoon) — ALL SIX TESTS GREEN. One hypothesis killed.

Run at 12:02 today (in Saved/Logs/VoxelM.log; the CSV export was taken later).

Test Result
ClassifyTileSoundness
DensityPurity
DiffLayerContention now passes — the assertion fix was right; 33.3M read rounds
LiveEditInvalidation 64/64 probes moved
BoxVerdictFold
MazeEquivalence (same warning)

Phase 0.5's gate is met. All three original tests plus the two op-stack ones are green on the current code, so the op stack is no longer being built on unverified ground.

The FVector rounding hypothesis was WRONG — and the way it was wrong is informative

The previous entry predicted the fix would take MazeEquivalence from 454 differing samples to 0. The re-run returned exactly 454 samples, exactly 1.90734863e-06, at exactly (-23, 55, -660) — bit-for-bit the same result. The float → double → float detour is a no-op, which is what /fp:precise semantics say it should be. Hypothesis eliminated cleanly; the detour is harmless and stays (it costs nothing and documents the original's shape), but it is not the cause.

Stopped guessing, added a bisect to MazeEquivalence: it re-runs the comparison four times, disabling roughness → seal → spine → passages, on both sides, and reports which stage's removal makes it bit-exact. One run now answers a question two guesses failed to.

Standing hypothesis, to be confirmed or killed by that bisect: the residue is compiler float-contraction across translation units (/fp:fast lets the same expression reassociate differently in VoxelGenerator.cpp and VoxelDensityOpStack.cpp), worth ~1 ULP. It fits the ~2% hit rate: only voxels inside the narrow SDF blend shell have an unsaturated carve factor — everywhere else Carve is exactly 0 or exactly 1 and both paths agree bit for bit. If that is confirmed, bit-identity is not achievable in principle for these ports, and the standard for every later archetype becomes "zero isosurface crossings", not "zero differing floats". That is a conclusion worth having explicitly rather than re-deriving per port.

UNVERIFIED: the bisect itself.

Next single action: re-run MazeEquivalence and read the bisect table. Then Phase 1 step 3 — wire the stack into GetDensityAt behind a per-strate opt-in.


2026-07-27 (afternoon) — the residue is the COMPILER. Measured, not guessed.

Bisect result:

roughness off                  ->  151 / 5000 differ (max |delta| 1.907e-06)
roughness + seal off           ->  155 / 5000 differ (max |delta| 9.537e-07)
roughness + seal + spine off   ->  126 / 5000 differ (max |delta| 9.537e-07)
corridors + carve ONLY         ->  126 / 5000 differ (max |delta| 9.537e-07)

The residue survives every stage removal, down to constant rock + capsule SDF + carve — code that is a character-for-character transcription. So it is not in anything the decomposition added.

Cause, from the engine source rather than from memory (VCToolChain.cs):

case FPSemanticsMode.Default: // Default is imprecise FP semantics.
case FPSemanticsMode.Imprecise: Arguments.Add("/fp:fast"); break;

UBT's own doc for that mode: "FP math isn't IEEE-754 compliant: the compiler is allowed to transform math expressions in ways that might result in differently rounded results." The plugin sets no override, so identical source in VoxelGenerator.cpp and VoxelDensityOpStack.cpp may legitimately reassociate differently — worth about 1 ULP.

Two prior hypotheses were wrong (the FVector round-trip, then "check the roughness window / carve blend"). The bisect cost one build and settled it. Noted as a working lesson: on a numeric discrepancy, bisect before hypothesising a third time.

Why exactly ~2.3% of samples: Blend - Sdf catastrophically cancels at the edge of the blend shell, amplifying a 1-ULP SDF difference into a 1-ULP density difference. Outside that thin shell Carve is exactly 0 or exactly 1 and both paths agree bit for bit.

Consequences recorded

  1. OPSTACK-PLAN §2.6 — bit-identity is not achievable in principle for these ports, at any level of care. The operational bar for every remaining archetype, now encoded in the test: hard-fail on isosurface crossings · tolerate ULP-scale deltas · warn on anything larger (that last one is real port drift, and the test no longer cries wolf about the floor).
  2. AUDIT-2026-07.md §C9 (new) — the part that matters more than the port: ARCHITECTURE §9.1's multiplayer model is "replicate the seed, every peer regenerates identically", and under /fp:fast that holds only between bit-identical binaries. Same build, same platform: fine (DensityPurity proves it). Windows client + Linux dedicated server both regenerating authoritative geometry: a real desync source, presenting as rare unreproducible geometry-only divergence. The knob is FPSemantics = FPSemanticsMode.Precise in VoxelForge.Build.cs, and it should not be turned speculatively — it blocks the vectorisation T2.a was chasing, on the plugin's hot loop, for an unmeasured cost. Decision needs a profile and a confirmed cross-platform requirement.

UNVERIFIED: the test's new ULP-tolerance branch (expect MazeEquivalence to report the same 454 samples as INFO rather than WARNING next run).

Next single action: Phase 1 step 3 — wire the stack into GetDensityAt behind a per-strate opt-in. Phase 1's question is fully answered: Maze decomposes cleanly, the stack is window-invariant, and it proves 23/60 tiles uniform where ClassifyTile proves zero.


2026-07-27 — /fp:fast hypothesis DEAD. Third wrong guess. Switching to instrumentation.

Jahni built with FPSemantics = FPSemanticsMode.Precise and got a BYTE-IDENTICAL result: same 454 samples, same 1.90734863e-06, same (-23, 55, -660). A different float model producing identical output is not "the same rounding error twice" — it is proof that rounding is not the cause at all. The residue is a real, deterministic LOGIC difference somewhere in a transcription I have read three times and believe to be identical.

Track record on this one discrepancy, recorded because the pattern matters more than the bug:

# Hypothesis Killed by
1 FVector float→double→float round-trip re-run returned the identical result
2 "check the roughness window / carve blend / octave count" the bisect: residue survives to corridors + carve ONLY
3 /fp:fast cross-TU reassociation /fp:precise build returned the identical result

Three hypotheses, all plausible, all reasoned from what could explain it rather than from measurement. Each cost a build cycle. The lesson is not "be smarter", it is "instrument earlier": the bisect (measurement) produced more information in one run than two hypotheses did in three.

Corrected in the docs: AUDIT-2026-07.md §C9 and OPSTACK-PLAN §2.6 both assert the /fp:fast story as the explanation for the residue. That specific claim is now falsified and must be walked back — see the next entry. (The separate C9 finding, that UBT's FP default differs by toolchain and the MP model assumes bit-reproducible terrain, still stands on its own: it was read out of VCToolChain.cs / ClangToolChain.cs, not inferred from this test.)

What changed in code: FVoxelOpStack::EvalSample now exposes the full FVoxelOpSample, and MazeEquivalence dumps the worst point in raw hex — both densities, the stack's internal SDF, and the carve factor reconstructed from each side. That last one localises the divergence: identical recovered carve with differing density ⇒ the fault is after the conversion; differing carve ⇒ it is in the SDF (lattice edges or VoxelSDF::Capsule) or in SmoothStep01.

UNVERIFIED: the instrumentation itself.

Next single action: re-run MazeEquivalence and read the WORST-POINT DUMP. Phase 1 step 3 (wiring the stack into GetDensityAt) is deliberately paused until this is understood — it is a small unexplained numeric difference, and those do not get smaller when you build on them.


2026-07-27 — CORRECTION: hypothesis 3 was never tested. My error, not Jahni's.

FPSemantics = FPSemanticsMode.Precise was set in Source/VoxelM/VoxelM.Build.cs — the GAME module. FPSemantics is a ModuleRules property, i.e. per module. Every line of density code lives in the VoxelForge module, which was still compiling /fp:fast. The float model never changed for the code under test.

So the previous entry is wrong and is retracted: /fp:fast is NOT eliminated. The run that "reproduced the residue under precise semantics" reproduced it under fast semantics, which is exactly what it should have done and proves nothing.

The failure mode, stated plainly because it is the third time in one day: I accepted "it's with fpsemantics precise" as fact and reasoned a confident conclusion from it — one paragraph after writing that the lesson was to instrument rather than assume. The check took one grep and I did it only after Jahni suggested it. Verify the premise before reasoning from it, especially when the premise is what makes the conclusion interesting.

Consequently: the notes in the previous entry saying AUDIT §C9 and OPSTACK-PLAN §2.6 are falsified are themselves withdrawn. Those documents' /fp:fast explanation is back to plausible and now genuinely about to be tested. Nothing in them needs changing yet.

What changed: FPSemantics = FPSemanticsMode.Precise added to VoxelForge.Build.cs, clearly marked as a temporary experiment with removal instructions and a read-the-result guide.

VoxelM.Build.cs can keep or drop its copy — it is harmless either way and irrelevant to this test.

One build now answers everything, because the WORST-POINT DUMP instrumentation is already in:

Result Meaning Next
454 → 0 the FP model WAS the cause remove the line; decide separately whether precise is worth its cost on the hot path (needs a profile)
454 → 454 real logic difference remove the line; read the dump — identical recovered carve ⇒ fault after the conversion, differing carve ⇒ fault in the SDF or SmoothStep01

UNVERIFIED: everything about this experiment.

Next single action: rebuild, re-run MazeEquivalence, read the two numbers. Phase 1 step 3 stays paused.


2026-07-27 — FPSemantics on VoxelForge does not build. Reverted; measuring a safer way.

What happened: setting FPSemantics on the VoxelForge module broke the build with ~30 errors — UMaterialInterface, USoundBase, TSubclassOf<AActor>, APawn, ENABLE_DRAW_DEBUG all "undefined type". None of them are FP-related.

Why: UBT can only share a precompiled header between modules whose compile environments match. Changing FPSemantics changed VoxelForge's environment, so it lost eligibility for the engine's shared PCH — and with it ~30 includes the plugin has always been getting for free.

Genuine latent finding, worth its own item some day: several public headers use engine types they never include (VoxelBiomeDefinition.h, VoxelStrateDefinition.h, VoxelSettings.h, VoxelStrateTypes.h, VoxelContentManager.h, VoxelDensityVolume.h, and VoxelWorld.cpp). The plugin compiles today only because the shared PCH supplies them. UE has been moving away from implicit shared-PCH includes for years, so this will need doing eventually — but not inside an unrelated diagnostic, which is why it was reverted rather than chased.

Reverted, with the reason written into VoxelForge.Build.cs so nobody retries it blind.

The FP question, answered without touching build settings

MazeEquivalence now compiles a verbatim copy of the Maze core into the TEST's translation unit and compares three implementations of the same source:

A = GetMazeDensity        (VoxelGenerator.cpp TU)
B = the operator stack    (VoxelDensityOpStack.cpp TU)
C = MazeCoreVerbatim      (the test's own TU)
  • A != C ⇒ identical source, different TU, different result ⇒ the compiler, not the port. Nothing to fix; record it and move on.
  • A == C, B != C ⇒ the source IS stable across TUs ⇒ the operator stack differs for a logic reason, and it is in FLatticeCorridorSource or FSdfCarveOp.

Duplicating code is normally a fault; here it is the only instrument that answers the question, because three careful readings all concluded "identical" and the test disagrees. It is marked diagnostic-only and comes out once the answer is in.

UNVERIFIED: everything in this entry.

Next single action: rebuild (normal incremental now — the Build.cs change is reverted) and read the THREE-WAY block. Phase 1 step 3 still paused.


2026-07-27 — THREE-WAY VERDICT: the fault is MINE, in the operator stack.

A generator TU  vs  B opstack TU : 126 differ
A generator TU  vs  C test TU    : 0 differ      <-- identical source, different TU, SAME result
B opstack TU    vs  C test TU    : 126 differ

A == C settles it: the source is stable across translation units. So the compiler was never the cause, and the operator stack differs for a logic reason. Fourth hypothesis dead — but this one points at code I own, which is the first time the answer has been actionable.

Correction to walk back in the docs (not yet done — do it once the cause is known, so it is corrected with the right explanation rather than twice):

  • OPSTACK-PLAN §2.6's green note claims bit-identity is unachievable because of /fp:fast. False. A == C proves identical source reproduces exactly across TUs here.
  • AUDIT-2026-07.md §C9's first consequence ("refactors cannot be bit-identical") is likewise false and must go. C9's second half stands — UBT's FP default genuinely differs by toolchain, read straight out of VCToolChain.cs / ClangToolChain.cs, and the MP model does assume bit-reproducible terrain. That half was never inferred from this test.
  • The test's own INFO text ("this is the expected floor... /fp:fast") is wrong for the same reason and gets rewritten with the real cause.

Also learned, and worth keeping: setting FPSemantics on VoxelForge costs the module the engine's shared PCH and exposes ~30 missing includes across seven files. Recorded in Build.cs.

Where the fault is NOT

Read line by line against the verbatim copy, all identical: the ctor's FMath::Max clamps, the cell FloorToInt, NodeCenter, EdgeOpen's hashes and salts, the {-1,0}³ sweep and its add order, the capsule loop, the FMath::Min fold, the carve's clamp/smoothstep/subtract, and the four structural-post no-ops. Three readings said "identical" and the measurement disagrees, so reading is not going to find it — hence more instrument, less staring.

The instrument now in place

MazeCoreVerbatim optionally returns its SDF and edge count, and the three-way compares the SDF channels directly instead of inferring from densities:

  • SDF identical, density differs ⇒ fault is in FSdfCarveOp.
  • SDF differs ⇒ fault is in FLatticeCorridorSource (edge set or capsule fold).

It also reports the split across all 126 mismatches, and dumps the first one with raw hex plus the verbatim edge count — so if the edge SETS differ (a cache-key bug) that shows up as a count mismatch immediately.

UNVERIFIED: the instrumentation.

Next single action: rebuild, read FIRST B-vs-C MISMATCH. It names the file to open.


2026-07-27 — LOCALISED to the carve. Testing the right variable this time.

The diagnostic pinned it exactly:

SDF   stack -1.76393199 [0xBFE1C886]   verbatim -1.76393199 [0xBFE1C886]   IDENTICAL
MC    stack  7.83939362 [0x40FADC50]   verbatim  7.83939266 [0x40FADC4E]   2 ULP apart
across all mismatches: SDF differs 0, SDF identical but density differs 126

So the lattice, the hashes, the edge set and VoxelSDF::Capsule are all exactly right — 126 of 126. The entire difference is in FSdfCarveOp, whose expression is character-identical to the original and whose inputs (Sdf, Blend 2.0, BaseDensity 8) are bit-identical.

Identical inputs + identical expression + different output ⇒ the arithmetic is being evaluated differently. And SmoothStep01 is x * x * (3.0f - 2.0f * x)3.0f - 2.0f*x is exactly the shape MSVC fuses into an FMA, which is one rounding instead of two: ~1 ULP.

Why the three-way missed it — worth recording, because it is a reasoning error, not a coding one. A (GetMazeDensity) and C (the verbatim copy) are both straight-line, inlined code. B goes through a virtual IVoxelDensityOp call, so FSdfCarveOp::Eval is compiled out-of-line and can get a different contraction decision. The three-way tested "does the translation-unit boundary change the result?" — it does not — but the real variable is "does the optimisation context change the result?". I designed a clean experiment for the wrong variable, and then believed its answer. Hypothesis 3 was not wrong about the mechanism (/fp:fast contraction); it was wrong about the test.

The experiment now added isolates exactly that variable: the same carve expression, in the same translation unit, once FORCEINLINE and once FORCENOINLINE.

  • inlined != FORCENOINLINE ⇒ FP contraction confirmed. The port has no bug — the operator stack is arithmetically correct and the residue is unavoidable wherever an op is a virtual call. Then: correct the docs with the real reason, accept the ULP floor, move on to step 3.
  • inlined == FORCENOINLINE ⇒ contraction is not it, and there is a real logic bug in FSdfCarveOp that has now survived four readings.

UNVERIFIED: the experiment.

Next single action: rebuild, read INLINING EXPERIMENT. Either way the answer is final — the inputs are proven bit-identical, so only the evaluation can differ.


2026-07-27 — the variable is COMPILE-TIME CONSTANT vs RUNTIME DATA. One line left to confirm.

The inlining experiment partitioned the measurements perfectly, just not the way it was framed:

inlined carve  !=  FORCENOINLINE carve : 0          <-- inlining is NOT the variable
FORCENOINLINE  ==  operator stack      : 5000/5000  <-- test-TU carve == other-TU op, ALWAYS
inlined        ==  verbatim            : 4874/5000  <-- 126 differ, IN THE SAME TU

The test-TU carve matches the operator stack in a different TU perfectly, yet disagrees with the verbatim in its own TU. So neither the TU boundary nor inlining is the variable. Sorting the five implementations by the one remaining difference:

Implementation Blend is Group
GetMazeDensity (A) const float Blend = 2.0f compile-time constant
MazeCoreVerbatim (C) const float Blend = 2.0f compile-time constant
FSdfCarveOp (B) a class member runtime data
CarveInlined a parameter runtime data
CarveNoInline a parameter runtime data

A == C. B == CarveInlined == CarveNoInline. The two groups differ. Every single observation from today fits that split, and nothing else does.

Mechanism: under /fp:fast, folding Blend * 2.0f to the literal 4.0f at compile time enables a contraction in SmoothStep01's 3.0f - 2.0f*x — one rounding instead of two — that the runtime form cannot get. ~1 ULP.

Why this matters far beyond the bug: an operator's parameters are data by design — that is the entire point of the refactor. They can never go back to being compile-time literals. So this ULP-level difference is inherent and permanent for every archetype port, and no amount of care in transcription will remove it. That is the real, precise reason bit-identity is unachievable here — not the vague /fp:fast hand-wave I put in the docs earlier, which happened to name the right compiler flag for the wrong reason.

Confirming line added: CarveConstBlend — identical to CarveInlined except Blend is a compile-time constant. Predicted: matches the verbatim 5000/5000, differs from the runtime form on exactly 126.

UNVERIFIED: that prediction.

Next single action: rebuild, read CARVE VARIABLE ISOLATION. If it lands as predicted: correct OPSTACK-PLAN §2.6, AUDIT §C9 and the test's INFO text with the real reason, delete the diagnostic scaffolding, and resume Phase 1 step 3 — the port is proven correct (SDF exact on 126/126, only the final rounding differs, 0 isosurface crossings).


2026-07-27 — hypothesis 5 dead too. One unambiguous check left, then I stop chasing.

CONST-Blend   ==  verbatim      : 4874 / 5000
CONST-Blend   !=  runtime-Blend : 0

Blend's constness is not the variable: the const and runtime carve forms are bit-identical to each other, and both miss the verbatim on the same 126. Five hypotheses, five dead.

Worse, one of the numbers I reasoned from was circular. FORCENOINLINE == operator stack : 5000/5000 cannot fail by construction — it feeds S.Sdf to a carve and compares against the density the stack computed from that same S.Sdf. It measures nothing. I read it as corroboration.

The two carve bodies have now been dumped from the file and diffed: character-identical, same translation unit. So of the three things I keep calling identical — expression, TU, input — one is false, and the counters cannot say which, because the SDF comparison only ran inside the mismatch branch.

The unambiguous check added: feed my carve the SDF the verbatim reports using, compare to the verbatim's own output, and count S.Sdf != VerbSdf directly, with no enclosing condition.

  • Recon == Ver everywhere and SDFs equal everywhere ⇒ same function, same input, different output ⇒ the difference is a measurement artefact, not a code one.
  • SDFs differ ⇒ they were never equal outside the mismatch set, the earlier counter was misleading, and the fault is back in the lattice after all.

Proportion check — this is the last build I would spend on it

The port is already verified on every axis that affects the game: SDF bit-exact on 126/126, the lattice/hashes/Capsule exactly right, 0 isosurface crossings out of 20000, geometry identical, window-invariant across threads, and every box verdict survives brute force. The open question is why the final rounding differs by 1-2 ULP — and no decision anywhere in this project turns on the answer.

So: if this check doesn't resolve it, accept and move to Phase 1 step 3. An unexplained deterministic difference deserves real effort — it is a real bug often enough to be worth six builds — but not unbounded effort when every consequence of it is already measured and benign.

UNVERIFIED: the check.

Next single action: rebuild, read UNAMBIGUOUS DISCRIMINATOR. Then either fix or accept, and in both cases correct OPSTACK-PLAN §2.6 / AUDIT §C9 / the test's INFO text, strip the diagnostic scaffolding, and resume step 3.


2026-07-27 — ULP residue PARKED by decision. Phase 1 closed. Moving to step 3.

Jahni's call, and the right one: pin it and move on. Six builds spent; the information stopped being worth the cost.

The final run did close it as far as it can be closed:

my carve(verbatim's own SDF) == verbatim : 4874 / 5000
stack SDF  !=  verbatim SDF              : 0      (counted directly, no condition)

SDFs identical everywhere, not just among mismatches. Two character-identical carve implementations, in the same translation unit, fed a provably identical input, differ by 1 ULP on 126/5000. For deterministic code that is only possible if they compile to different instruction sequences — which is exactly what /fp:fast permits based on surrounding context, with no single isolable axis. Hypothesis 3 was right about the mechanism and wrong about every clean variable I proposed for it, which is why four carefully-designed isolation tests all came back negative.

The one experiment that would settle it (FPSemantics = Precise on this module) is blocked behind the shared-PCH / IWYU debt. Worth clearing on its own terms; not worth clearing to chase 1 ULP.

Recorded as AUDIT-2026-07.md §C10 with the full refutation table, so the next context cannot re-derive the same five hypotheses at a build each. OPSTACK-PLAN §2.6 and §C9 corrected — my earlier /fp:fast-across-TUs explanation was wrong and is gone.

Scaffolding stripped from MazeEquivalence: the verbatim copy, the three-way, the bisect, the inlining/constness experiments and the worst-point dump are all out. What remains is the permanent value: the equivalence check with ULP grading, the window-invariance check, and the box-verdict brute force.

Phase 1 is closed. What it proved

  • Maze decomposes into seven ops with no contortion; three are already shared with other archetypes.
  • The SDF is bit-exact — lattice, hashes, Capsule all correct.
  • Zero isosurface crossings — geometrically identical to the original.
  • Window-invariant across query order and worker threads.
  • Every box verdict survives brute force, and 23 of 60 tiles prove uniform where ClassifyTile proves zero for any cave archetype. That is the perf case, measured.

Next single action: Phase 1 step 3 — wire the stack into GetDensityAt behind a per-strate opt-in, so a Maze strate can be A/B-switched in the editor and judged on a screenshot (§2.6's bar).


2026-07-27 — Phase 1 step 3: the stack is WIRED IN, behind a per-strate opt-in.

OPSTACK-PLAN §4 Phase 1 step 3 done. GetDensityAt gains exactly one branch, as the plan specified, and both systems now coexist.

Files:

  • VoxelStrateDefinition.hbool bUseOperatorStack (EditAnywhere, "Use Operator Stack (experimental)"). The A/B switch §2.6's acceptance bar needs: flip it, regenerate, judge the screenshot.
  • VoxelStrateManager.{h,cpp}UsesOperatorStackForChunk(). The ported-archetype list lives here and nowhere else, so an unported archetype ignores the flag and falls back to the switch. Ticking the box on any strate is therefore harmless today; only Maze changes behaviour.
  • VoxelGenerator.cppCP_OpStack / CP_UseOpStack built in the SAME refetch block as the params (so the chunk+LayoutVersion key already covers it, no new invalidation logic), plus one if (CP_UseOpStack) on the dispatch.

Cost on the hot path: one bool test per voxel. The stack is built per chunk, never per voxel — the same cadence as the existing param refetch. ApplyDisturbances and the diff layer are deliberately left OUTSIDE the stack and run once for both paths, exactly as before, so the tail of the pipeline is untouched.

Defensive choice worth noting: if UsesOperatorStackForChunk ever returns true for an archetype with no builder, the code clears the flag and falls back to the switch rather than generating an empty stack. A world that is unported is recoverable; a world that is wrong is not.

UNVERIFIED: not compiled. Likely error spots: the else switch form in GetDensityAt, FVoxelOpStack as a thread_local (it is move-only — move-assign from a temporary is used to reset it), and the new include in VoxelGenerator.cpp.

What to look at in the editor: set a Maze strate's bUseOperatorStack, regenerate, and compare against the same seed with it off. Pass = recognisably the same maze — same corridor scale, same connectivity, same feel. That is §2.6's bar, and it is the last thing Phase 1 needs.

Next single action: build, then the visual A/B. After that, Phase 2 — the port order in OPSTACK-DECOMPOSITION §10.4 starts with FlatPlain + CrystalChamber collapsing into one op.


2026-07-27 — session handoff written. 39 UE skills installed.

OPSTACK-HANDOFF.md added at the plugin root: a pasteable resume prompt for a fresh session. Read order, exact current state, the immediate next action, the hard rules, the open items, and the method lesson from this session.

39 Unreal skills installed. Jahni dropped a UE skills library into .claude/skills/, but nested as .claude/skills/core/<name>/SKILL.md — two levels deep, where Claude Code discovers skills one level deep at .claude/skills/<name>/SKILL.md. None were being loaded. Flattened (39 SKILL.md, 124 reference files, all frontmatter valid, folder names already matched name:); core/category.md left in place as documentation. Confirmed loading.

⚠️ They are untracked: .gitignore starts with *, and git cannot re-include a file whose parent directory is excluded, so nothing under .claude/ can be tracked without un-ignoring the directory itself. Same shape as AUDIT P1. Flagged to Jahni, not actioned — vendoring a reference library into the plugin repo is his call.

Immediately relevant to open work: module-and-build-system documents PCHUsage / shared PCH / IWYU — i.e. the exact mechanism that blocked §C10's settling experiment. That skill was in the repo, undiscovered, while it was worked out the slow way. Worth reading before clearing the IWYU debt.

Next single action unchanged: build Phase 1 step 3, then the visual A/B on a Maze strate.


2026-07-27 — fresh context: two gaps closed in the step-3 wiring BEFORE the build.

Resumed from OPSTACK-HANDOFF.md. Read the step-3 diff against the test path instead of taking "not compiled" as "nothing to check first" — the symbols all line up (BuildMazeStack's five params match, Seed/OriginSpineRadius are generator members, FVoxelOpContext comes in transitively via VoxelDensityOp.h), but the production path and the test path did not agree on two things.

1. PrepareChunk was never called in production. The test calls it (…MazeTest.cpp:133); GetDensityAt did not. All seven concrete PrepareChunk bodies are empty today, so this changes nothing now — which is exactly why it was worth fixing before it could bite. The first op that hoists real per-chunk work would have been green in test and silently wrong in game, and that class of bug is expensive to find precisely because the test says yes. GetDensityAt now builds an FVoxelOpContext (chunk, seed, layout version, strate Z bounds) in the same refetch block and calls PrepareChunk on it. Step stays 1 — GetDensityAt genuinely does not know the mesher's sampling step (T2.b contract); noted rather than guessed.

2. The degenerate-strate early-out had no counterpart. GetMazeDensity opens with if (StrateHeight <= 0.0f) return 1.0f; — air. The stack has no such early-out by design (the test asserts this and refuses to run on a degenerate strate). Unguarded, a zero-height Maze strate would give air on one path and whatever the spine/seal ops make of a zero-height band on the other. GetDensityAt now falls back to the switch in that case, so the reference behaviour is the behaviour. Reachability is not the point — the archetype guard exists, so its port needs one.

Docs corrected, since both were now actively false:

  • VoxelDensityOpStack.h's banner still said "NOTHING HERE FEEDS THE GAME". It does feed the game now, behind the opt-in. Rewritten to say exactly what is wired (GetDensityAt) and what is not (ClassifyTile — still hand-written guards, that is Phase 2), plus the §C10 "never compare the two paths" rule at the point of use.
  • CODEMAP §3.2d had the same stale claim; §3 gained rows for UsesOperatorStackForChunk and bUseOperatorStack, and the BuildMazeStack row now carries the degenerate-strate precondition.

UNVERIFIED: still not compiled — that is Jahni's call and it is the immediate next action. Error spots unchanged, plus one: FVoxelOpContext is aggregate-initialised field-by-field, so a field rename would show up here.

Next single action unchanged: build, then the visual A/B on a Maze strate (§2.6's bar — recognisably the same maze, judged on a screenshot). Then Phase 2, starting with the §3.1 question.


2026-07-27 — PHASE 1 CLOSED (visual A/B passed). Phase 2 opened: the slab collapse.

Phase 1's acceptance bar is met. Jahni built step 3, ticked bUseOperatorStack on the Maze strate and compared: "it's hard to see with our current maze (which is simple in architecture) but seems like it's pretty similar, if not entirely similar." That is §2.6's bar — recognisably the same maze — and it is worth being precise about how much weight it carries.

The screenshot is the weakest evidence Phase 1 has, and that is fine, because it was never carrying the argument. A simple maze is a poor visual discriminator: "hard to tell apart" is exactly what the measurements already predicted, since 0 of 20 000 samples cross the isosurface — no triangle can move. The A/B's job was to catch the class of error the numbers cannot see (wrong params reaching the stack, wrong strate, wrong wiring), and it did that. The geometric claim rests on the numbers, and always did.

Phase 2, first port: FlatPlain + CrystalChamber → ONE op

§3.1 answered by Jahni: the Z term can go. So it is gone, and this is the change that makes the rest worth doing.

Two separate changes landed together, deliberately, and the test is what keeps them attributable:

  1. The design changeGetSlabDensity's floor and ceiling noise lost their Z terms (WorldZ * FF * 0.05f0.0f; WorldZ * CF * 0.08f + 3000.0f3000.0f, keeping the decorrelation offset). The world re-tunes once: a different slice of the noise field means a different floor/ceiling shape. Not a degradation — a different draw.
  2. The refactor — the now-XY-pure function ported to FSlabVoidSource + FGridColumnMod, plus the three structural ops. Five ops.

SlabEquivalence compares the stack against GetSlabDensity as it is now, so: green ⇒ the port is a pure refactor ⇒ any visual delta is attributable to the Z-term removal and nothing else. That is why both could go in one build without losing the ability to say which one caused what — the attribution comes from the test, not from the build order.

Why this port matters more than its size: BuildSlabStack has no branch on archetype, because GetSlabDensity never had one either — CrystalChamber IS FlatPlain with a bigger CeilingRoughness. The test runs the identical battery on both slots, so "two archetypes are one op" is demonstrated rather than asserted. 8 archetypes → 7.

And the perf claim, which is what §3.1 was really about: FSlabVoidSource::ClassifyBox is exact and needs no sampling. VoxelNoise::FBM is contractually [-1,1], so both surfaces live in Z bands with known bounds — a tile below FloorZ - FloorAmp is provably solid, a tile strictly between the bands is provably air. A slab strate is mostly solid rock below its floor, so this should prove a large fraction of tiles. ClassifyTile proves zero today. The test prints the count per archetype; that number is the whole return on the Z term.

FGridColumnMod returning Identity when no column reaches the box is what lets the source's AllAir survive the fold — otherwise columns would kill every air verdict in the strate.

UNVERIFIED: none of this is compiled. Likely error spots, in order:

  • VoxelForgeOpStackSlabTest.cpp is new — check it is picked up by the module's build.
  • The lambda RunForSlot captures World/Gen by reference and calls AddError/TestEqual on the test instance; TestEqual's name argument is built with *FString::Printf(...).
  • FGridColumnMod::GetCells returns a reference to a thread_local — intentional (same pattern as FLatticeCorridorSource::GetCellEdges), but it is const while mutating the thread_local.
  • static constexpr float ColBlend used inside FMath::Max/comparisons — may need a definition under older MSVC ODR rules if it is ever odr-used.
  • FSlabGenerationParams must be complete in VoxelDensityOpStack.h (it comes via VoxelStrateTypes.h, already included).

Next single action: build, run VoxelForge.OpStack.SlabEquivalence, and read the two "proved uniform" numbers — they are the measured payoff of §3.1. Then tick bUseOperatorStack on a FlatPlain or CrystalChamber strate for the visual A/B. Expect the floor/ceiling shape to have changed from the Z-term removal; the question is whether it still reads as the same kind of place.


2026-07-27 — SlabEquivalence GREEN. The §3.1 payoff is measured: 36 and 40 of 60 tiles.

FlatPlain      box verdicts over 60 tiles: 36 proved uniform, 24 Mixed
CrystalChamber box verdicts over 60 tiles: 40 proved uniform, 20 Mixed
both: 52 of 20000 samples differ, ALL at ULP scale, 0 cross the isosurface

This is the number the whole §3.1 question was about, and it is better than Maze's. Maze proved 23 of 60; the slab archetypes prove 36 and 40 — 60-67 % of tiles, where ClassifyTile proves zero for these two today. The reason is structural rather than lucky: a slab strate is mostly solid rock below its floor, and now that both surfaces are XY-pure their Z bands are known exactly, so "this tile is entirely below the floor band" is a comparison rather than a sample.

The ULP residue is the known C10 floor — 52/20000, 0 isosurface crossings, worst delta 2⁻¹⁸ (exactly 1 ULP at a density magnitude of ~32). Not investigated, on purpose. Same shape as C10: deterministic, ULP-scale, zero consequence, and six builds were already spent proving that shape is not worth chasing.

The output exposed a real weakness in my own test — fixed

Both archetypes reported the same 52 and the same worst delta. The explanation is in the fixture: FTestWorld::Build sets only GeneratorType, so FlatPlain and CrystalChamber both get DEFAULT FSlabGenerationParams. They are the same configuration at two depths.

So the test's claim #2 was overstated. It demonstrated "the slab stack works at two depths", not "one op serves two archetypes with different defaults" — CeilingRoughness, the one field that actually distinguishes CrystalChamber, was never varied. The differing tile counts (36 vs 40) come from the two slots' Z ranges, not from the archetypes differing.

A third pass added: CrystalChamber(tuned)CeilingRoughness 6 → 20, plus a rougher floor and 3× the columns. It varies what actually matters, and it is deliberately the worst case for ClassifyBox: a large CeilingRoughness widens the ceiling band and makes the Max(CeilZ - noise, FloorSurface + 2) clamp far more likely to bind, which is exactly where a false verdict — a HOLE — would appear. The default params were too gentle to stress that bound.

UNVERIFIED: the third pass. Its box-verdict brute force is the part that matters; expect fewer tiles proved uniform than the gentle passes (wider bands ⇒ more Mixed), and zero unsound verdicts. If NumUnsound > 0 here, the CeilHi bound in FSlabVoidSource::ClassifyBox is the first suspect, not the noise contract.

Next single action: rebuild, confirm the tuned pass is green, then the visual A/B on a FlatPlain or CrystalChamber strate. The floor/ceiling shape WILL differ from before (the Z-term removal); the question is whether it still reads as the same kind of place. Then SurfaceWorld (OPSTACK-DECOMPOSITION §5) — biggest payoff, most care.