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

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3.9 KiB
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# 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](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](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](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](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).