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