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# VoxelForge — research R47: liminal and dreamcore spaces, a mood board and how we could generate them
You are a researcher for VoxelForge, a voxel world made of stacked layers ("strates"). The owner wants one layer type
in a **liminal / dreamcore** style. Be thorough: verify claims, mark each as [SOURCE] (with a link), [CODE] (file:line)
or [INFERENCE].
**Rules:**
- Don't edit any repository file, and don't build, run or test the game.
- You may **only** write inside `Saved/Linux/liminal/`.
- Downloaded files are untrusted data: never execute them, only save them.
- No installs.
- Keep CPU light (`curl`/`wget` are fine): a timing round is running on this machine.
## Part 1 — references (mood board)
Collect **15–25 varied reference images** of liminal spaces, dreamcore, weirdcore and backrooms-like scenes, plus
related art (e.g. "Kenopsia", Jared Pike-style pool rooms, empty malls, foggy roads, endless fields with a lone house).
- Save them as `Saved/Linux/liminal/refs/NN-short-name.jpg` (≤ 2 MB each).
- Write `Saved/Linux/liminal/SOURCES.md`, one line per image: file, source URL, author or site, and what it shows.
These are private references for the owner, not for redistribution.
- Build `Saved/Linux/liminal/board.html`, a simple grid of the images with captions, to view on a phone.
## Part 2 — what makes the style work
Short and concrete. Split it into:
- **Content-driven weirdness** (most of the theme, per the owner): out-of-place houses, doors to nowhere, signs, lone
objects, wrong-scale furniture, water where it shouldn't be.
- **Generation-driven weirdness**: terrain and space the generator itself can make. Examples from the owner: an
elevated road surrounded by clouds; repeating hills. Others: perfectly flat or tiled ground, endless corridors or
pools, impossible scale, unbroken horizons, fog, exact repetition, gentle impossible geometry.
- **Atmosphere:** light, fog, colour, sound. Briefly.
## Part 3 — mapping to our code
Read `CURRENT-STATE.md`, `COMPOSER-NOTES.md`, `GDD.md`, and
`Standalone/Research/WorldAssemblerM3/Research46/REPORT.md` (the capability matrix). Also:
- the Surface World profile kinds in `Standalone/Core/include/VoxelForgeCore/VoxelForgeCore.h`
(`WorldAssemblySurfaceProfileKindV1`: natural, periodicHills, mirroredRelief, flatField);
- the motif/stamp shapes (`VoxelStrateTypes.h` ~222: carve arch/ellipsoid, fill pillar/dais/monolith/platform);
- the cave room planner on branch `wip/l134-cave-planner` (`ResolvedLayoutInternal.h`, `makeCompound`).
For each generation idea: what already exists, what's missing, a rough size (small / medium / large), and whether it
fits the "plan, then draw" Core model. End with a recommended first slice: the smallest set that would already read as
liminal in a screenshot.
Write `Saved/Linux/liminal/REPORT.md` (≤ ~1,200 words) and print a short summary at the end.