Files
VoxelForge/CLAUDE.md
T
Fr0zkaandClaude Opus 5.5 55c26a05a7 wip(assembler): round L22 -- one 8 m layout chunk for every strate; real ceiling -> content -> bedrock
StrateLayoutChunkSizeMeters (world setting, default 8 m; owner decision) is resolved once in
the director/adapter and standalone loader; every generator reads the resolved width (no
CHUNK_SIZE / Core-tile inference). Every strate gets solid ceiling and bedrock bands from its
BoundarySealThickness in the shared composition path (diggable by default); faces come from the
shared boundary path. Owner world: FloatingIslands +8..-120 m (128 m, now with a bedrock floor),
SurfaceWorld -120..-632 m (unchanged; full-detail and exact-query hashes equal L21); the 60 m gap is
gone. The strict layout validator passes on the real world, with 0 endpoint dispatch
disagreements. Spawn/benchmark camera derived from route.front. Ledges under the islands gone
(reviewer capture). Evaluator 7, recipe schema 2, layout snapshot 2, FI geometry 4.
Open: SW cap profiles exceed the ceiling band (owner call); transitions still Hard; Unreal
setting/manager/adapter edits uncompiled here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CSFYgsdW8ejZSyiMf4qRSX
2026-10-20 12:03:14 +02:00

3.9 KiB

CLAUDE.md — VoxelForge

UE5 density-field voxel terrain plugin (strates / Marching Cubes / async streaming). Don't re-read the whole plugin — use the map.

⛔ #1 rule: NEVER build or compile

Jahni runs every build himself (he has the editor open; running it via Claude just burns cost). When code changes are done, stop and say "ready to build" + list likely compile-error spots, then wait for his results / pasted errors. Same for in-editor checks — ask for a screenshot, don't try to run anything.

Read first (in order, load only what the task needs)

  • CODEMAP.md — ALWAYS. Navigation: what it is, data-flow (§2), symbol→file:line index (§3), "I want to change X → go here" (§5), conventions & gotchas (§6). Trust symbol names over line numbers (lines drift).
  • ARCHITECTURE.md — when touching generation / strates / passages / biomes. The deep design (archetypes, (0,0) spine, disturbances, content/atmosphere, biomes) and the §8.10 performance invariants ("don't regress").
  • fable-idea.md — before planning PERF or FEATURE work. Ranked perf+feature roadmap with verified hot spots; check it so you don't re-propose done/known work. (A perf pass already shipped: game thread solved ~3.94 ms, CullTiles spiral fixed, region-granular foliage.)
  • REVIEW_FINDINGS.md — open quality/cleanup items (cross-check vs fable-idea before acting; some may already be addressed).

Hard rules (these prevent real bugs — verify against code, don't assume)

  • Density sign: negative = solid, positive = air (MC convention at the mesher). FVoxelModification::Strength negative = carve. The #1 source of confusion.
  • Density functions take VOXEL coords, not cm. The legacy plugin field uses 12.5 cm voxels; the opt-in Core field uses 25 cm voxels and its own 32³-voxel storage tile. The legacy 32³ chunk spans 4 m at 12.5 cm. Strate placement uses the separate world-level StrateLayoutChunkSizeMeters setting (8 m by default), resolved once and shared by every generator. At 25 cm that layout unit is 32 Core voxels; at 20 cm it is 40. Never infer the layout unit from CHUNK_SIZE or the Core tile. Conversions live in VoxelTypes.h, the director, and the Core bridge; do not mix scales in queries, anchors, edits, or surface lookups.
  • Determinism: all randomness = hash of (coord, seed, strateIndex). No RNG state — same seed ⇒ same world. Player edits (diff layer) are the only non-deterministic overlay.
  • Core world invariants: Core density keeps the same sign (negative solid, positive air), but Core voxel coordinates are 25 cm. Worker-count changes must preserve hashes; Core world edits are intentional world-version changes and must retain finite, walkable strate entrances and exits.
  • Async safety: worker tasks only READ Generator/Mesher, must check bShuttingDown, and return via the result queues — ProcessQueue and its CriticalProcessQueue / EditedProcessQueue / NearProcessQueue siblings (all must stay EQueueMode::Mpsc). EndPlay blocks on ActiveTaskCount → 0.
  • Carry the Epoch through any new async path (stale results are dropped on mismatch).
  • Don't "optimize" the perf invariants in ARCHITECTURE §8.10 — the thread_local box-valid caches, two-pass MC loop, SSE noise, and clipmap streaming are intentional.
  • Never edit Binaries/, Intermediate/, *.generated.h. Comments are French + English — match the surrounding file.

Discipline (keep the map alive)

  • Add / rename / move a symbol → update its CODEMAP §3 row (symbol-first; line is a hint).
  • Change generation/strate design → update ARCHITECTURE §8.
  • Resolve a checklist item → tick it in REVIEW_FINDINGS.md.
  • Don't duplicate content across these files — each has one job (map / design / findings / rules).