programs/SLICE_STATE_2026-08-14.md
Josh, 2026-08-14: *"We don't have a photorealistic world down to the grain of sand yet that I can
walk through the entire vertical slice with my character, fight through it, and complete all the
quests and beat all the bosses."*
He is right. This is the first time the whole slice has been measured against that sentence rather
than reported chapter by chapter. Every number below was read off the live registries, the live data
tables in the engine, or a gate run at HEAD — nothing here is carried forward from a summary.
The design is complete and verified for all thirteen chapters. The **beat data is already in the
engine for the whole game. What does not exist is the world to walk it in and the staging
that turns beats into placed encounters**. Neither is blocked; both are work orders with the tools
already built.
| layer | state | evidence |
|---|---|---|
| Quest reachability, Pro→Ch13 | 14/14 PASS | harness/check_quest_reachability.py, exit 0. 179 main beats, 61 forks, every fork resolves, no dead ends |
| Boss invariant, slice floor | PASS, 0 findings | harness/check_boss_invariant.py, exit 0 |
| Boss design coverage | 52 rows for the slice | T0_Boss_Encounter_Registry, 284 rows total; every slice chapter carries a primary boss id plus secondaries in T0_Chapter_Index |
| Beat data in the engine | 909 rows, all 79 nodes | DT_Beat — CH_PR 16, CH_01–CH_77, CH_EP 8. Plus DT_SideQuestBeat 370 rows |
| Zone coordinates for every slice region | canon, populated | each region page's zone catalog carries real zone_bounds_wgs84 per zone |
One finding that is not a pass and should not be buried: the boss gate reports a knife edge.
Six of twelve mains are destructive-exempt, which is *exactly* the tooth's limit — it fails above
half. Any lane adding a seventh exemption must retire an existing one or argue the tooth. That is a
standing constraint on future boss authoring, not a defect today.
Saved/Terrain holds four .r16 rasters and all four are flores_island. Bali.umap exists
with no heightmap behind it. So eleven of the twelve slice regions have no ground to walk on.
This is a work order, not a blocker, and every input exists:
bounds — bali 7, sumatra_java 4, sri_lanka 7, south_india 7, swahili_coast 5, ethiopia 7,
rift_valley 6, central_africa_congo 3, west_africa 7, south_africa 8.
Tools/terrain_fetch_preprocess.py fetches COP30 for any bbox onEarth, reprojects, void-fills, and emits absolute-metre-encoded heightmaps that stitch, plus
WorldCover weightmaps. OPENTOPOGRAPHY_API_KEY is set.
Tools/compose_flores_island.py composites real DEM patches intoone continuous playable island, placing zones by the chapter's spine route order rather than by
geodesy.
tool's own guard. 61 zones does not fit in one day. Ch 4–11 are in flight now (46 patches); Ch 12
West Africa and Ch 13 South Africa are deferred on budget alone.
Ch 1's Fairy Realm is not a terrain job — canon rules it designed last, on the matured pipeline
(Realm Design Program).
The engine has every beat as data and almost none of it placed. Measured on FloresIsland's render
state: 1 encounter volume, 1 boss character, 1 site marker. Tool-side, only CH02, CH03 and CH04
have staged beat work at all.
So "fight through it and beat all the bosses" is a staging job over 176 slice beats and 52 boss
rows, and it is gated on §1 — an encounter needs ground to stand on.
Three independent auditors converged on it: the near-field ground was a geometrically flat plane
because both routes to relief were closed at once. That has changed today:
enable_nanite TRUE, nanite_components 0 → 3, used_with_nanite TRUE, saved to disk. Three is the *complete* count:
NumNaniteRequiredComponents() = DivideAndRoundUp(140, 64) = 3 (LandscapeProxy.h:1089-1091).
MP_Displacement is UMETA(Hidden) so Python cannot name it; C++ can, and now does (UHumanityMaterialEditorLibrary, 5/5 self-test).
r.Nanite.Tessellation already defaults to 1 in this engine (NaniteCullRaster.cpp:93).And the honest limit on the source, from the terrain meta's own field: *"COP30's native ground sample
is ~30 m; this tile is authored at 3.9 m/post, so the DEM is upsampled ~7.7×. The 31 m-scale landform
is real measurement; sub-30 m detail is cubic interpolation, not survey."* **No resampling of a 30 m
DEM will ever produce millimetre relief.** It has to come from material displacement and scattered
scanned geometry — which is exactly what is in flight.
Note also that the zone catalog carries a canon meters_per_vertex column, and it is finer than what
ships: on Flores the hero sites read 1 m, the recharge waterfall 2, the cone country 5, while the
built world serves 3.9 m everywhere. The build is below its own ratified rung.
1. Ground displacement to real millimetre relief on Flores *(in flight)*.
2. Terrain for Ch 4–11 *(in flight)*, then Ch 12–13 on tomorrow's API budget.
3. Import and dress each composed region.
4. Stage the 176 slice beats and 52 bosses as placed encounters.
5. Play it end to end and fix what only playing finds.