cf5f83e9f0ed537e39b3c1d5e57a2d1040f73a41
Diagnosis only, no generation or parameter changes. ⭐ H1 IS DEAD, confirmed by Jahni's playtest and by measurement. He walked the maze candidate: "i CAN go through it, the tunnels are just the right size with very tiny wiggle room." The radial probe agrees: measured bore span 3.62 m against a 3.677 m parameter. The carve produces what it claims; the scale change worked. ⭐ H3 IS WHAT THE NUMBERS SHOW. Player-sized volume EXISTS but is broken into hundreds of disconnected pockets, with the two mouths in different ones, tens to hundreds of metres apart (step 1, fitted window): archetype fit cells components largest arrival/departure gap Maze 2801 309 176 43 / 81 206 vox (51 m) TunnelNetwork 2748 467 1292 2 / 1 164 vox (41 m) VerticalShafts 1156 112 96 3 / 36 94 vox (24 m) SurfaceWorld 713 520 6 1 / 1 1101 vox (275 m) CrystalChamber 655 197 24 1 / 1 48 vox Only FloatingIslands connects, through FOUR cells. ⚠️ BUT I DO NOT ACCEPT "H3, therefore the world is shattered" YET, and the reason is Jahni. He WALKED a maze end to end that this metric says is 309 disconnected pockets whose largest holds 176 cells. Direct observation contradicts the instrument. An arrival mouth sitting in a THREE-CELL pocket is not a description of a cave; it is the signature of a stencil that fragments a continuous floor. H2 is the likely cause of that fragmentation, and Codex found it exactly: the fit test demands a solid cell at EXACTLY (X,Y,Z-1) -- no supporting- surface search, no slope tolerance, no step height. HeadroomCells applies only to the legacy walkable metric, not the capsule mask. VoxelStrateMeasure.cpp:697 (stencil), :729 (the exact-floor test) At step 1, any floor that slopes or is rough loses its solid cell at Z-1 under most of its air, so a walkable corridor dissolves into specks. ⇒ SEQUENCING: fix the stencil first, THEN re-measure H3. Until the instrument stops shredding continuous floors its component counts cannot be trusted. Fifth time this session that the measurement was the suspect. Recommended stencil, Codex's design and I agree: a bounded downward search for a COHERENT SUPPORTING SURFACE within a step-height tolerance, then re-test capsule clearance at that support height -- explicitly NOT "any solid within N cells", which would accept ledges and isolated support pixels. Fixed the mixed-resolution reporting that nearly cost me a false finding: fields are now coarse_step4_* and *_step1, never both unlabelled on one line. Recorded from the playtest, not acted on: - The maze is a GRID, not a maze. Edge selection is independent hash gating per +X/+Y/+Z edge (VoxelDensityOpStack.cpp:582/584/586), so every junction looks alike. A spanning subset would give dead ends and uneven runs. - TunnelNetwork DOES have explicit room-to-room connections (VoxelCaveMorphology.cpp:1406 backbone, :1465 tunnels) -- so Jahni's "lack of real passageway" applies to FlatPlain/CrystalChamber, which are slab voids with no room graph at all. - Two-abreast wants 2.5-3.0 m usable floor; a 4 m circular bore gives ~2 m. Build clean, 31 succeeded / 0 failed, run by me after Jahni closed the editor (the previous attempt could not link -- the DLL was held by his running editor). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01K8V9my1PL68pmQb2gutZZV
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