CLAUDE.md says each doc has one job and they must not duplicate. After GDD.md
landed, COMPOSER-NOTES.md and it both held the death loop, the city tiers and
the economy -- and duplicated documents drift until neither is authoritative.
So the notes are now the engineering document and nothing else: the vision and
its correction, what the game *requires* of the generator (constraints only,
pointing at the GDD for why), the composer itself, the manifest, naming, every
code finding and hazard, the build order, and the corrections nobody should
re-derive. 1561 lines down to 527, with the game design replaced by pointers.
Two sections earn their place on their own. Section 6 is the verified code
findings, including the one that blocks free composition (EffectOverBox answers
for the source+carve pair, so an op's box verdict is only correct in the stack
it shipped in) and the primordial law's live hole (GeneratePassages never
consults the destination strate's layout, so a passage can open into a sealed
pocket). Section 8 is the list of corrections that cost real time: Phase 3 is
reopened, Jahni does not want to author strates either, peer determinism never
required matching the old system.
The full 1561-line transcript remains in git at b781e3b for the reasoning
behind anything here that reads as bald assertion.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
528 lines
32 KiB
Markdown
528 lines
32 KiB
Markdown
# COMPOSER-NOTES.md — the world composer
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**What this is:** the design of the system that *invents* the depths, plus every code finding and
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hazard that constrains it. Engineering document.
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**What this is NOT:** the game. The premise, the city, the economy, death, combat, seasons and the
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community layer live in **[GDD.md](GDD.md)**. Where this file needs one of those, it states the
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*constraint* and points there for the reasoning. Do not restate game design here — duplicated
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documents drift, and then neither is authoritative.
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**History:** this file was a chronological transcript of the 2026-08-17 design conversation, ~1400
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lines, game design and generator design tangled together. It was distilled on the same day. **The full
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original transcript is in git at commit `b781e3b`** — go there for the reasoning behind anything that
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reads as bald assertion here.
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---
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## 1. The vision
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**The system must INVENT strates and worlds** from Jahni's tagged raw content plus a seed.
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⚠️ **Read this correction; it is the whole point.** The first reading of the vision was that Jahni
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authors *strates* and the system arranges them. **Wrong.** His words:
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> *"I'm not pretty happy to make strates forever, that's actually the opposite. If I could never make
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> any new strate myself and have it do it itself would be genius."*
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**The floor of authoring is RAW CONTENT + TAGS** — operators, meshes, materials, sounds, creatures,
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music — tagged, with **multiple fitting tags each**. The overlaps between tags are where the system
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finds combinations he never planned that still cohere; single-tag buckets cannot do that.
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Everything above that floor is **composed and measured**: strates, layouts, danger, rarity, names.
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**A strate becomes generated data, not an asset.** `UVoxelStrateDefinition` survives as a struct the
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composer fills in; nobody opens it in the editor any more.
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### This is op-stack "Phase 3", and it is REOPENED
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The 2026-08-16 `OPSTACK-HANDOFF.md` says in bold *"Do not start Phase 3."* **That is superseded.**
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Asked what the world was missing, Jahni described exactly Phase 3 plus a composer above it.
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It is **not** a restart of the refactor. The eight operators are live, composable, and production. What
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never happened is anything *composing* them except a port of the old archetype switch. **The machine
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was built and never fed.**
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### Ambition level
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The seed **invents parameters within authored ranges** — not preset-picking. Two seeds differ in
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everything: not the same strates spawn, nor the same details.
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---
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## 2. What the game requires of the generator
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Constraints only. See [GDD.md](GDD.md) for why each exists.
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| requirement | source |
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|---|---|
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| **Every strate has an entrance and an exit, exposed to air, and findable.** The one invariant that may never fail. | GDD §7 |
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| **Danger = depth × per-strate multiplier**, rare exceptions in both directions. Drives creature, hazard and loot selection — **never** what kind of place a strate is. | GDD §7 |
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| **Danger must never scale generation parameters.** It selects content and may bias which terrain ops are drawn. If depth multiplied a density parameter, strate 80 would be geometrically broken rather than hard. | GDD §9 |
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| **Anomalous strates are rare and must NOT blend** with their neighbours. `EVoxelStrateTransition::Hard` already expresses this. | GDD §7 |
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| **A share of grounded, plausible strates is guaranteed** — strangeness needs ordinary to be strange against. | GDD §7 |
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| **Fightable space is a generation guarantee, not a hope.** Boss arena ≈ 3–4 chunks across, ordinary fight space ≈ 2, camera headroom ≈ 1 chunk (1 chunk = 32 voxels × 25 cm = 8 m). Spacious *and vertical* is the target. | GDD §12 |
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| **Essential materials need a placement DENSITY, not a location** — "somewhere in a gigantic strate" is unfindable. Optional materials may be absent. | GDD §9 |
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| **The depths are bounded** ⇒ a whole strate can be examined, so the entrance/exit law can be **proved** rather than sampled. | GDD §6 |
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| **No bottom** ⇒ generate a deep buffer (~30 strates) offline and extend in a later batch. | GDD §6 |
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| **Boss strates every ~5 slots** ⇒ the layout needs a **periodic** fixed-slot rule; `Settings->FixedStrates` is a map of absolute indices today. | GDD §6 |
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| **A season freezes generation; a wipe frees it.** The composer may ship imperfect and improve every cycle. | GDD §13 |
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| **The manifest must support names, quests, fast travel, material lookup and death locations.** | GDD §7, §10, §14 |
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---
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## 3. The composer
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### 3.1 It runs ONCE PER SEASON, OFFLINE — this sets the whole budget
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Everyone shares one seed per season, so there is exactly **one set of depths per season, ever**. The
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composer never runs on a player's machine and never at load. It runs once, on a build box.
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**The problem is not "fast enough for a loading screen" — it is "runs overnight."** So it can generate a
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thousand candidate strates, measure them all, keep the best, validate at any resolution, and later run
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a model over the candidates at zero runtime cost. **And Jahni reviews and vetoes the season before it
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publishes** — the system does the work, he keeps the veto.
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**What ships is small:** the season's seed plus the chosen strates' parameter vectors. Clients generate
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terrain from those, deterministically, exactly as today. **No runtime composition anywhere.**
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### 3.2 Structure: how a stack gets assembled
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The three real builders, for reference:
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```
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TunnelNetwork (19) rock source -> room graph (SDF) -> SdfCarve -> 12 density modifiers -> worm source -> structural
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Maze (7) rock source -> lattice corridors (SDF) -> SdfRoughness (SDF) -> SdfCarve -> structural
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FloatingIslands (7) VOID source -> island blobs (SDF) -> SdfRoughness (SDF) -> SdfFill -> structural
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```
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**⭐ Most ordering is MECHANICAL — derive it, do not author it.** Roughness sits on the *SDF* before
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conversion in Maze and on *density* after conversion in TunnelNetwork; CODEMAP confirms they are two
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different ops for exactly that reason. An op's legal position is fixed by **which channel it reads and
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which it writes**.
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⇒ **Every operator declares its channel reads/writes.** Dependencies form a DAG and **any topological
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sort of that DAG is a legal stack** — no authored order, and it produces orderings nobody wrote down.
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**⭐ Root polarity is a one-bit identity lever.** FloatingIslands is Maze's op classes rooted in a
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**void** source with a **fill** instead of a rock source with a carve — and you get islands instead of
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tunnels.
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**Corrective ops must be FUSED, not ordered.** `FFloorBiasMod` exists only to undo what
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`FCaveRoughnessMod` did to floors. Both are density-space, so channel rules permit either order.
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**An operator whose only purpose is to correct another operator is not a separate operator** — fuse them
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into one op with two internal phases. That removes the invalid state instead of annotating it. Fifteen
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ops that compose in any legal order beat eighteen with a footnote. (Fusing with identical order and
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math leaves the field bit-identical.)
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**One declaration covers the rest:** an op is **additive** (small displacement, commutes freely — shuffle
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at will) or **transformative** (clamps, multiplies, gates — position matters, needs explicit placement).
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**The structure roll:**
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`root polarity -> shape source -> conversion (follows from polarity) -> draw k modifiers legal in the
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resulting channel space (k itself rolled) -> structural post appended automatically.`
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With ~5 shape sources and ~15 modifiers choosing 4–8, that is **tens of thousands of structurally
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distinct stacks before a single parameter is touched** — which is what carries early variety while the
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corpus is small.
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**⇒ Rule: vary STRUCTURE aggressively, vary PARAMETERS conservatively.** Shift the ratio as the corpus
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grows.
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### 3.3 Parameters: the range problem
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**Verified facts, not remembered:** `FStrateGenerationParams` has **73 scalar fields** (+1 bool) — not
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hundreds. The `VF_STRATE_PARAM_FIELDS` X-macro covers **all of them** (`Alpha` is the `Lerp` function's
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parameter, not a field). `VoxelStrateTypes.h` carries 135 `ClampMin` and 52 `ClampMax` across 216
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UPROPERTYs, so most fields have no upper bound. Paired min/max fields exist
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(`MinRoomRadius`/`MaxRoomRadius`, `TunnelMin/MaxRadius`, `RoomFloorCutMin/Max`).
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**Why rolling parameters fails, stated plainly:** the coherent region of a 73-dimensional space is a
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vanishingly thin sheet, and uniform sampling in a box essentially never lands on it. The problem is not
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wrong ranges — **independent rolling destroys the CORRELATIONS** that make a parameter set coherent
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(room spacing ↔ room radius ↔ tunnel length ↔ strate height).
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**⭐ The design: do not roll parameters — BLEND KNOWN-GOOD ONES.**
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1. **Corpus** = known-good parameter vectors, seeded by the existing hand-authored strate assets.
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2. **Roll** = pick 2–3 parents (weighted), blend with random weights, then jitter.
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3. **Reuse `FStrateGenerationParams::Lerp`** — it already does exactly this, over exactly this field
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set, and the world working already tests it. Build nothing.
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4. **Constraint satisfaction is FREE:** a convex combination preserves every relation that holds in both
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parents (`Min <= Max` stays true). The correlations survive because they were never broken.
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5. ⭐ **Ranges come from the CORPUS SPREAD** — per field, how much it varies across existing strates —
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**not from authored numbers, and not from the clamps.** Clamps are "don't type nonsense" limits, not
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"this makes a good world" limits. *Measure, don't declare.*
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6. **Clamps are the hard safety net only**, never the roll range.
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**Escaping the convex hull:** blending alone only reaches *between* existing points. Jitter slightly
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past the corpus; extrapolate deliberately past a parent away from the centroid (riskier, validate
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harder); and — the real one — **PROMOTION**: every invented strate that measures well and survives
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players joins the corpus. Season 1 blends ~6 strates; season 5 blends 200 discovered ones.
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**⚠️ Caveats:** UPROPERTY metadata is editor-only, so the clamp net must be **baked at cook time** by a
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small commandlet walking the struct by reflection. Clamp coverage is partial. A few fields are not
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tunables at all (`StrateTopWorldZ` / `StrateBottomWorldZ` are runtime Z bounds) and need an explicit
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exclusion list. Bools cannot be blended — roll them by probability or inherit from the dominant parent.
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### 3.4 The measurement pass — one grid, one flood fill, three jobs
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Sample a candidate strate into a coarse voxel grid, flood-fill the air **once**, derive everything from
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that single grid. A 4–8× downsample preserves all of it. Because the depths are bounded, an entire
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strate can be covered rather than sampled.
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**Validation — is it garbage?**
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air fraction · **largest connected component share** (low = swiss cheese: sealed pockets nobody reaches,
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generation paid for and never seen) · walkable surface (air above, solid below, survivable slope) ·
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**feature scale** (median distance-transform of the air — catches "noise fog", structures smaller than a
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few voxels reading as static rather than rock) · vertical clearance · **entrance→exit reachability** ·
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**fightable-space count** (GDD §12 dimensions).
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**Danger — same grid, different questions.**
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fall exposure · **openness** (mean distance to solid from walkable positions — sightlines and room to
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retreat, which is most of what makes a fight good or bad) · traversal mix (walk/climb/swim) ·
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**tortuosity** (path length ÷ straight line = maze-likeness).
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**Rarity — nothing new.** The vector of all the above; distance from the corpus centroid. **Outliers are
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rare because they are outliers**, so a dreamcore strate is rare without anyone typing a weight.
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Self-correcting: author five dreamcore-ish strates and they stop being outliers, which is the right
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answer.
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⚠️ **Coarse sampling can LIE about connectivity.** A wall thinner than the sample spacing vanishes and
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two sealed spaces look joined, so a strate could pass the primordial-law check while being impassable.
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The one metric where a **false pass is dangerous**. **Fix: coarse to FIND the route, then re-verify that
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one path at full resolution** — cheap, because only one corridor is verified.
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⚠️ **Sample where players actually go** — near the spine and the passage mouths. A box measured far out
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describes a place nobody will stand in. Report **distributions (median + spread), not single values**.
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**This is also F1.** `fable-idea.md`'s top-pick 2D world-preview tool is this pass with a visualisation
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on top. Build the measurement, get the preview nearly free — and it is needed anyway to review a season
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before publishing.
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### 3.5 Validation in three layers, and how "good" is ever judged
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1. **Construct by design** so the law cannot break — build the connections FIRST and generate around
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them. Reachability by construction, not by luck. Generate-then-check gets brutal at 8 strates each.
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2. **Measure the accidents** (§3.4). Most garbage is numerically bad, not aesthetically bad.
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3. **Reject and resample** — fold the attempt index into the hash (`hash(seed, slot, attempt)`) so every
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seed still yields a valid world and peers stay in lockstep.
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**Judging "good" — the judge is the CORPUS, not a model.** Measurements catch *broken*, not *boring*.
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But *good* never has to be defined, only **collected**:
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- **Rate at the STRATE level, not the world level.** Twenty candidates thumbs up/down is twenty labels
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in minutes. Approved ones join the corpus and become blend parents. **This loop works with zero
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machine learning**; a model only makes it faster, later.
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- **Player behaviour in a live season** — lingering, revisiting, rushing past. Free telemetry, but time
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spent somewhere can mean *fascinating* or *lost and furious*.
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- ⭐ **Where players choose to snapshot their home** (GDD §11). An unambiguous "I love this place", with
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no UI, no prompt, and no way to game it. The strongest quality signal in the design, and it costs
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nothing to collect.
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⚠️ **Known risk: convergence to a comfortable middle.** Promote only what you already liked, keep
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blending near the corpus, and the system slowly stops surprising you. Same failure mode as the
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build-vote pool, same counter: keep extrapolating past the corpus, and keep some unrated weird
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candidates in circulation.
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---
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## 4. The world manifest
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### ⭐ It is TWO things, not one
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**Tier A — the SPINE. Finite, tiny, actually stored.** Strate slots and passages. ~30 strates plus a few
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passages each is roughly 100 entries — kilobytes. **This already exists** as `StrateLayout` plus the
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passage list, computed once in `UVoxelStrateManager::Initialize`.
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**Tier B — the FIELD. Effectively unbounded in XY, therefore NEVER stored.** Landmarks, rooms, material
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deposits, build sites. It is a **function**: give it a region, it enumerates what is there.
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Deterministic, hash-based, **zero bytes**.
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That split is what makes "the manifest must not be expensive" true rather than aspirational.
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### ⭐ The trick: THE ID ENCODES THE POSITION
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Resolving an ID *back* to a place — a saved quest target, a fast-travel destination, a wiki citation —
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would normally need a lookup table, which is exactly what we cannot have. Landmarks are placed on a
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**hash lattice**, so build the ID from **lattice cell + type + slot index within the cell**. Then
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**ID to position is arithmetic**: no table, no database, no storage, resolvable offline on any machine
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forever.
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**Names fall out of the same thing:** `hash(id, seed)` indexes the word pools. Every entry has a stable,
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globally identical name that nobody stored and nobody generated in advance — including entries no player
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will ever visit. That is the substrate that makes quests and wikis possible at all.
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### What earns an entry
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**One test: can a system need to ask "where is it?" or "what is it called?"** If yes, it is an entry.
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Yes: strates, passage mouths, landmarks, notable rooms, material deposits, build sites, boss arenas, the
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(0,0) spine. No: individual rocks, every tunnel segment, terrain that merely emerged from noise.
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**ADDRESSABLE vs NOTABLE.** Everything hash-placed is *addressable* for free — it has an ID by
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construction. **Notability is a filter on top, and it is exactly what the measurement pass produces**:
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the biggest chamber in a region, the one with a lake, the one at a passage mouth. No new placement
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logic, only a threshold.
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### Discovery sits ON TOP, never inside
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A player's discovered set is a set of **IDs** — small integers, cheap to store and sync. Community
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discovery is the union. **The manifest never changes; only who has seen what.**
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⚠️ **You cannot hide it anyway.** Clients generate terrain from the seed, so players hold the generator
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and can enumerate the manifest offline. Not a leak to prevent but a fact to design around, as Minecraft
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does with seed maps. It barely matters here: community knowledge spreading *is* the intent, and a map of
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season 4 is worthless in season 5.
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### ⚠️ Two cautions
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- **The hash functions become part of the FROZEN SEASON CONTRACT.** Change how a lattice cell hashes and
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every quest target in that season moves. These are not implementation details to tidy mid-season.
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- **Tier B is cheap, not FREE.** Enumerating rooms in a region needs that region's placement pass. Fine
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for a beacon or nearby markers; a full-map view would hurt. **LOD the query** — coarse regions return
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only high-notability entries, which is what a zoomed-out map wants anyway.
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---
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## 5. Naming
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**Failure mode to avoid: slot-filling.** *"The Crystal Cavern of Whispers."* Players learn the template
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in ten minutes; after that every name is noise and, worse, names stop **distinguishing** places, which
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defeats the point of having them.
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1. ⭐ **Derive names from the MEASUREMENTS, not from a bag.** A vast open chamber draws vast-open words,
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a flooded one draws water words, a tight vertical shaft draws shaft words. The name then *fits* the
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place, and a player who hears "the Sink" and later finds a huge drain-like chamber gets a small
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satisfying click.
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2. **Several competing GRAMMARS, not one template.** Compound (Blackreach, Stonefall); descriptive
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definite (The Long Dark, The Hollow); possessive (Varen's Fall — somebody was here and it went
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badly); functional (Shaft Nine — implies industry and records); opaque, from an invented phonology so
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it reads as a language rather than keyboard mash. **Five grammars read as history. One reads as a
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generator.**
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3. **Name SCARCITY.** Only *notable* entries get a name; everything else stays addressable and anonymous.
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Scarcity is what makes a named place feel like a place — a threshold, not a feature.
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4. **Names must survive contact with a WIKI.** Short, pronounceable on sight, no apostrophes or unusual
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glyphs. **A name nobody can spell cannot become community knowledge**, which is the only reason names
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exist in a shared world.
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**Two layers:** the procedural name is the substrate — it exists before anyone visits. A community name
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may override it and propagates like a shared build. Nothing is ever nameless, and beloved names win.
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⛔ **Parked:** varying the naming language by depth (deeper = older, stranger tongue). Liked, but it is
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still a gradient, and gradients are what Jahni rejected.
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---
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## 6. Code findings and hazards
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All verified against the source on 2026-08-17 unless marked otherwise.
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### ⚠️ 6.1 THE BLOCKER — box verdicts are only correct in the stack they ship in
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CODEMAP, on the lattice corridor source: *"Its `EffectOverBox` answers for the source+carve **pair**
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(Phase 1 simplification) so it must be told the downstream `ExtraReach`."* The op interface says the
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same in its own comment: a source writing only `Sdf` does not touch density itself, so it answers on
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behalf of the converter that follows it.
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Fine when a human wrote the pair. **It breaks the moment the composer assembles a combination nobody
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verified**, and the failure is the silent one: a tile wrongly proved uniform means no geometry, no
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collision, no error, and a player falls through the floor.
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⇒ **Prerequisite before free composition is safe: every operator's `EffectOverBox` must be correct in
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ISOLATION**, not correct-given-its-neighbours. That means propagating an **SDF interval** through the
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box query instead of letting the source answer for the pair — which the interface comment already names
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as the Phase 3 version of the contract. Not huge, but load-bearing, and it must land first.
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### ⚠️ 6.2 Box-verdict bounds are proved against HAND-SET params
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T1.d / `ClassifyTile` bounds are proved today against the parameters Jahni typed. **If the seed invents
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parameters, every bound must hold across the whole authored RANGE, not a value.** Same silent failure
|
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mode as above. See `voxelforge-noise-bounds` — a bound must be the SUPREMUM of what `Eval` produces, not
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the parameter named "max".
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### ⚠️ 6.3 `ClassifyTile` will silently delete 3D caves
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It proves anything below `TerrainZ` solid and skips meshing. Any future 3D generation inside mountains
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needs a guard, or the caves vanish with no error.
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### ⚠️ 6.4 The primordial law has a real hole TODAY
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`UVoxelStrateManager::GeneratePassages` places every inter-strate passage as: `FRandomStream(CachedSeed
|
||
^ 0x50A55A6E)` → random angle around the (0,0) spine → random distance in the config range → random
|
||
reach into each strate. **Nothing consults the destination strate's cave layout.** Carving is a
|
||
structural-post invariant so the tube *is* air — but whether its lower mouth joins the lower strate's
|
||
connected space is pure luck. **A player can descend a passage and arrive in a sealed pocket.**
|
||
|
||
**Fix — make the strate OFFER a landing site, don't let the passage gamble.** Add to the field-source
|
||
contract something like `SuggestOpenPoint(WorldX, WorldY) -> optional Z`. Every source already knows
|
||
where its own air is: `FRoomGraphSource` the nearest room centre (hash-placed, cheap to find),
|
||
`MakeSlabVoidSource` anywhere in the void band, `FIslandBlobSource` just above an island top,
|
||
`FSurfaceColumnSource` just above `TerrainZ`, `MakeLatticeCorridorSource` the nearest lattice node.
|
||
Passage placement becomes: pick XY, ask the strate below for an open Z near it, aim there. Deterministic,
|
||
cheap, and it keeps working for invented strates because any new source must answer.
|
||
|
||
Then the measurement pass flood fill is the net: does the upper mouth's air component reach the lower
|
||
mouth's? If not, re-roll with the attempt folded into the hash.
|
||
|
||
### 6.5 Findability is mostly DATA, not code
|
||
|
||
`ELandmarkAnchor::PassageMouth` already exists — landmarks can anchor at passage mouths — and
|
||
`FStrateLandmark` already carries a Light-Orb block. **A glowing landmark at every passage mouth is
|
||
authorable today with no code at all.** Beyond that, cheapest first: light (a glow down a tunnel is the
|
||
strongest pull in a cave); sound (works around corners, which light does not — you hear the draft before
|
||
you see the hole); and ⭐ **make the mouth a PLACE, not a hole** — the `SuggestOpenPoint` fix already
|
||
lands the passage in a room, so make that room distinctive. Cracks in walls are forgettable; rooms are
|
||
landmarks, and that is what makes it findable on the *second* visit, which quests need.
|
||
|
||
### ⚠️ 6.6 The layout depends on the pool's CONTENTS *and its ORDER*
|
||
|
||
`Initialize` Fisher-Yates shuffles `Settings->StratePool` with `FRandomStream(WorldSeed)`, then cycles it
|
||
(`PoolCursor % Num`) when `TotalStrates` exceeds the pool. So **reordering the pool asset in the editor
|
||
changes every world**, and a pool smaller than the strate count repeats entries in a fixed order.
|
||
|
||
⇒ Use `hash(seed, slotIndex[, attempt])` instead, over a pool sorted by a stable key. The pool becomes a
|
||
**set** rather than a sequence: tidying the asset stops changing worlds, and each slot's roll becomes
|
||
independent of its neighbours'. Adding or removing a strate type still changes worlds — unavoidable, and
|
||
the reason content lands at wipes.
|
||
|
||
### ⚠️ 6.7 A bounded world needs an XY EDGE SEAL, which does not exist
|
||
|
||
Verified: `VF_ApplyBoundarySeal(float& Density, float WorldZ, float StrateTopZ, float StrateBottomZ,
|
||
float Thickness, float BaseDensity)` is **purely VERTICAL** — it seals each strate's ceiling and floor so
|
||
nothing punches through except passages. There is no horizontal equivalent, because until the depths were
|
||
bounded the world had no sides.
|
||
|
||
⇒ Build it as a **fourth structural invariant** alongside spine → seal → passage: a **forcing** op,
|
||
appended automatically, not author-omittable. An invented strate then cannot forget it — and because
|
||
forcing ops prove `AllSolid` in their band, **the outer shell becomes free to skip** in tile
|
||
classification.
|
||
|
||
### 6.8 The (0,0) spine, exactly
|
||
|
||
`VF_ApplyOriginSpine` carves a guaranteed-open vertical column at actor-local XY (0,0), through every
|
||
strate, archetype-independent, appended automatically. **It carves only the strate INTERIOR and leaves
|
||
the seals intact on purpose** — its own comment: *"so the player must still dig through to descend"*. It
|
||
provides a clean landing space, not a continuous open shaft.
|
||
|
||
⇒ The hand-authored descent shaft is the **above-ground continuation of the spine**. Nothing new to
|
||
build. The city's hole must sit above the VoxelWorld actor's origin (see §6.9), and the shaft's diameter
|
||
should match the spine's `Radius` or the join will visibly step.
|
||
|
||
### ✅ 6.9 Actor space — DONE (built and confirmed off-origin, 2026-08-17)
|
||
|
||
The field is authored in **actor space**: `(0,0)` is the `AVoxelWorld` actor's origin, not Unreal's world
|
||
origin. The plugin used to be only *half* actor-relative — biome/deco/water/density-volume/debug
|
||
converted; the **streaming centre**, the **anchors**, all **six carve/fill entry points**,
|
||
`GetStrateAtPosition` and `UVoxelAtmosphereManager::UpdateForPlayer` did not. It worked only because the
|
||
actor sat at the origin.
|
||
|
||
`WorldToLocalCm` / `WorldToLocalVoxel` / `LocalVoxelToWorld` are now **the only sanctioned boundary**
|
||
between Unreal coordinates and voxel coordinates, and the real deliverable is the invariant beside them:
|
||
**no `/ VOXEL_SIZE` applied to a parameter named `World*` outside those three functions.** A grep can
|
||
check that — and the risk was never a missed site among the ones found, it is the next one nobody
|
||
notices. ⚠️ **Translation only**: rotation or non-unit scale breaks world-axis-aligned box maths
|
||
structurally (tiles, `ClassifyBox`, the clipmap window, culling); `BeginPlay` logs an Error.
|
||
|
||
⚠️ **The trap avoided, worth remembering:** the content managers already converted internally, so
|
||
converting `PlayerLastPos` once at the source would have **double-converted four call sites**. The fix
|
||
had to be per-boundary. Only visible after reading each consumer.
|
||
|
||
### ✅ 6.10 The X-macro guard — DONE (built green, 2026-08-17)
|
||
|
||
`VoxelForge.Determinism.StrateParamBlendCoverage` expands `VF_STRATE_PARAM_FIELDS` a third way, into a
|
||
name list, and diffs it against the struct's reflection. `GExemptFieldNames` is empty on purpose. Guards
|
||
the fact §3.3 depends on: `Lerp` blends the macro list, not the struct.
|
||
|
||
### ⚠️ 6.11 Client-side meshing makes determinism a RUNTIME requirement
|
||
|
||
The host owns collision; every client meshes its own view, which is only safe because every client
|
||
generates the same field. Two clients producing different floats means they disagree about where walls
|
||
are, and the host's collision is authoritative — so one player hits an invisible wall where another sees
|
||
a passage. ⇒ `VoxelForge.Determinism.CrossPlatformDigest` currently **reports rather than asserts**. This
|
||
architecture promotes it to **must-be-green**.
|
||
|
||
*(Not a hazard: six players do not multiply streaming. `RegisterStreamingAnchor` defaults to a 3×3×2 box
|
||
= 18 level-0 tiles per remote player, against a clipmap of hundreds across LODs. `CollisionOnly` skips
|
||
rendering only — density, marching cubes and the collision cook still run, but at 18 tiles each that is
|
||
small. What does scale with party size is **carve-driven re-meshing**, which is bursty.)*
|
||
|
||
---
|
||
|
||
## 7. Build order
|
||
|
||
**The sequencing principle: every tier must be worth doing on its own, before the next one exists.**
|
||
Nothing gets built purely as machinery for a later tier. This is the direct antidote to the 2026-07/08
|
||
refactor, where three weeks of correct work produced a world unchanged by a single voxel.
|
||
|
||
### Tier 0 — safety nets, true regardless of the composer
|
||
- ✅ **X-macro guard test** — DONE, green.
|
||
- ✅ **Actor-space sweep** — DONE, confirmed off-origin.
|
||
- **Order-independent placement** (§6.6). *Standalone value:* the strate pool asset can be reordered or
|
||
tidied without changing every world. Small and isolated.
|
||
|
||
### Tier 1 — the primordial law (a BUG FIX, not composer work)
|
||
- **`SuggestOpenPoint` on field sources; passages aim at it** (§6.4).
|
||
- **The passage mouth becomes a room plus a distinctive landmark** (§6.5).
|
||
|
||
*Standalone value:* fixes a **live hole in the shipping game** — today a player can descend into a
|
||
sealed pocket. Worth doing even if the composer never happens.
|
||
|
||
### Tier 2 — the measurement pass (§3.4)
|
||
*Standalone value:* it **is** F1, `fable-idea.md`'s top-pick world-preview tool. Jahni can finally see
|
||
what parameters do instead of tuning blind. It also verifies Tier 1.
|
||
|
||
### Tier 3 — op-system prerequisites for free composition
|
||
- **Channel read/write declarations** on every op, so ordering derives from a DAG (§3.2).
|
||
- **Fuse corrective ops** (`FFloorBiasMod` into `FCaveRoughnessMod`).
|
||
- ⚠️ **`EffectOverBox` correct in ISOLATION** (§6.1) — the gate on everything after.
|
||
- **The XY edge seal** (§6.7).
|
||
|
||
*Standalone value:* the fuse and the isolation fix are both correctness improvements to shipping code.
|
||
|
||
### Tier 4 — the composer proper
|
||
Structure roll (§3.2) · parameter roll (§3.3) · reject-and-resample driven by Tier 2 (§3.5) · the
|
||
**offline season pipeline** with Jahni's review and veto (§3.1).
|
||
|
||
### Tier 5 — the long game
|
||
**Promotion** (good strates rejoin the corpus) · theme and tag draws for materials, creatures and audio ·
|
||
eventually the model. All optional, all compounding.
|
||
|
||
---
|
||
|
||
## 8. Corrections that must not be re-derived
|
||
|
||
Kept because each cost real time or would otherwise be repeated.
|
||
|
||
- ⛔ **"Do not start Phase 3" is SUPERSEDED.** `OPSTACK-HANDOFF.md` still says it; believe this file.
|
||
- ⛔ **Jahni does not want to author strates either.** The composer must invent them. An earlier reading
|
||
had him authoring strates while the system arranged them — one level too shallow, and it shaped a
|
||
whole afternoon of wrong design.
|
||
- ⛔ **Peer determinism never required matching the OLD system.** Same build, all machines — that is all
|
||
it ever meant. The self-imposed bit-identity criterion cost three weeks. Version stability across
|
||
builds is a *separate* property, and seasons make it a non-issue.
|
||
- ⛔ **Digging is a reveal-and-shape verb, not a movement verb.** An earlier pitch made it traversal
|
||
(the Deep Rock model). That is not this game.
|
||
- ⛔ **Six players do not multiply streaming.** Raised as a 6× cost; wrong (§6.11).
|
||
- ⛔ **Depth must not mean "weirder".** An early pitch argued for geological coherence and depth-driven
|
||
strangeness. That is a different game — see GDD §7.
|
||
- ⛔ **`Alpha` is not a struct field**, it is `Lerp`'s parameter. An earlier note claimed the X-macro had
|
||
one exception; it has none.
|
||
- **State acceptance criteria up front and have Jahni confirm them.** Criteria chosen alone drift
|
||
toward whatever can be self-verified, which is reliably the wrong one.
|
||
|
||
---
|
||
|
||
## 9. Open — generator side only
|
||
|
||
Game-design questions live in **[GDD.md](GDD.md) §16**. These are the ones that block generator work:
|
||
|
||
1. **Adjacency rules between strates** — confirmed wanted, never specified. Proposed shape: a small
|
||
tag-rule list in settings (no two alike in a row; `Anomaly` needs a `Grounded` neighbour above; max
|
||
run length), with the draw falling back to a designated safe entry so it can **never fail**.
|
||
2. **How the mix rule is expressed** — a global "total strangeness" cap was proposed; not ruled on.
|
||
3. **How theme coherence is drawn** — operators, materials, decorations, creatures and audio pulled as a
|
||
compatible set. Jahni expects his first big job to be creating themes and tagging content with
|
||
multiple fitting tags.
|
||
4. **Where the corpus lives** and how promotion is recorded between seasons.
|
||
5. **Whether op discovery** (promoting good sub-stacks into named reusable units) is ever worth it.
|
||
Parked: the existing parameter space is already vastly larger than a hundred seasons could explore.
|
||
**The scarce resource is judgment, not vocabulary.**
|