cda082fa10ad4b480f57c160e001f5129b1425b5
Round two of the owner's "build it every better way" question: Sol's round-one session was forked read-only and given the repository, to say what could reasonably change and how each change would prove its worth. Advice only; nothing was changed, built or run. Sol's verdict: don't rebuild. The representation, mesher, clipmap and operator stack are already close to its clean-slate design. Three things are worth testing, each with a cheap instrumentation-only first step and explicit kill criteria: - tile-wide, feature-major tunnel evaluation (inferred 8-18% of worker CPU); - exact density reuse across adjacent gameplay tiles (theoretical ceiling ~23%); - a canonical numeric contract for world-deciding maths (correctness, ~neutral on speed). The orchestrator verified against the code and the UE 5.7 engine source: - FMath::Sin/Cos resolve to the CRT sinf/cosf on Win64 (FMA3 variant chosen at runtime); - per-sample lookup is ~5% exclusive, so round one's "the loop direction is the largest gap" overstated it; - worker-thread parse-once flags, raw-memory CRC cache keys and a docs-vs-code contradiction on landing connectors are real. Round one's note gets a pointer to the corrections. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
measure(perf): the remaining 4.3x is ALL density evaluation -- and the classifier costs 3.5x in game
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