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VoxelForge/AGENTS.md
T
Fr0zkaandClaude Opus 5.5 95bf654fbc docs: AGENTS.md for Codex (standing rules + working procedure)
Codex only auto-loads AGENTS.md; CodexGuidance.md was never read. Carries the per-brief standing rules (limits,
no commit/push, quiet-machine timing, same-world bar, units) and a short procedure distilled from systematic-
debugging/verification-before-completion (obra/superpowers) and ub-mode: count first, suspect the measurement,
root cause before fix, one change at a time, attack the premise / stop after three failed fixes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-11-01 01:37:58 +01:00

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3.7 KiB
Markdown

# AGENTS.md — VoxelForge (read automatically by Codex)
You are the implementation agent. The orchestrator (Claude) writes each round's brief, reviews your diff against the
code, and commits. The owner decides direction. Be warm and direct; credit what worked; say plainly what didn't.
Read first, as the task needs: `CURRENT-STATE.md` (what ships, reference numbers, **closed experiments: don't reopen
them without new evidence**), then `CODEMAP.md` and `ARCHITECTURE.md`. Round reports live in
`Standalone/Research/WorldAssemblerM3/Linux*/REPORT.md`.
## Standing rules (every round, unless the brief says otherwise)
- Run as user `jahni`. Write only inside this plugin, plus `/home/jahni/VFHost` and `/home/jahni/UnrealEngine` when
the brief asks for a UE build. No installs, no system changes.
- **No `git commit`, `push` or `stash`.** Leave changes in the working tree; the orchestrator reviews and commits.
- Headless processes and builds: `taskset -c 0-11 prlimit --as=6442450944` (12 P-core threads, 6 GiB). Never use all
cores.
- Unreal (UBT, the editor, commandlets): `taskset -c 0-11` only, **never `prlimit`** (CoreCLR fails). UE builds use
`-NoUBA -MaxParallelActions=4`, never while timing.
- Stop any single run that passes 30 minutes. Logs go in `Saved/Linux/l<round>/`.
- **Timing:** quiet machine only (check `uptime` first; load < ~1.5, nothing else building). L80 protocol: one warm-up
per binary, ≥5 interleaved runs, W8 and W12, all four owner layers. Every number states the window that produced it.
- **Same world for everyone:** a seed must give the same world on every machine and worker count (Clang and GCC,
W1/W8/W12). Byte-identity with older versions is NOT required. If the output changes: bump
`WorldAssemblyEvaluatorVersion`, add baselines, and show captures.
- Density sign: negative = solid, positive = air. Core voxels are 25 cm. Never mix metres and voxels without an
explicit conversion (v225 shipped a reach bug from exactly that).
- The fast tier (`Standalone/Tools/verify/verify.py fast`) must stay green. Don't loosen an audit to make a change pass.
## How to work
1. **Count before you build.** Measure where the time or the failure actually is (stack sampler, census, counters).
State which parts are measured and which are inferred.
2. **Suspect the measurement first.** An alarming or contradictory number is the instrument until a control rules it
out (A/A runs, an ablation that verifiably removes the work).
3. **No fix without a root cause.** Reproduce it, trace it to its source, fix the cause. A guard that hides the symptom
is not a fix.
4. **One change at a time,** each with its own check.
5. **Subtract before you add.** Prefer removing work to reorganising it. The smallest edit that solves the problem.
6. **Attack the premise.** When two fixes sharing one premise fail the same gate, write that premise in one sentence
and question it before trying a third. **After three failed fixes, stop:** it is probably the design, not the
hypothesis. Report it instead of trying fix #4.
7. **Tests must be able to fail.** Name what would make each check fail. Add a negative control when you add an audit.
8. **Refactors:** pin the behaviour (hashes), change the structure, prove nothing changed.
9. **Verify before you claim.** Don't report a check as passed unless it ran on the final source. Say which checks
didn't run and why.
10. Changes that speed things up go in the shared layer, so every generator benefits.
## Report
Write the round's `REPORT.md`, short and plain:
- the result first;
- what changed and why;
- the measurements, with their windows;
- the checks run, and those not run;
- remaining risks.
List any changed Unreal `Source/` files, because the owner compiles them on Windows.