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feat: complete compact far-terrain rendering#933

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feature/917-compact-far-terrain-phase5
Closed

feat: complete compact far-terrain rendering#933
MichaelFisher1997 wants to merge 1 commit into
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feature/917-compact-far-terrain-phase5

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@MichaelFisher1997

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Summary

  • complete the compact LOD3/4 tile, pooled upload, reusable-grid rendering, GPU-culling, persistence, telemetry, and benchmark work for the Phase 4/5 far-terrain roadmap
  • add compact terrain/water shaders, ABI and bounds checks, Phase 5 policy/visual gates, SPIR-V baselines, and focused repository guidance
  • fail ZIGCRAFT_LOD_COMPACT=auto closed to expanded GPU meshes after reproducing RADV VK_ERROR_DEVICE_LOST; retain force only for bounded diagnostics and keep exclusive-buffer uploads on the graphics queue until ownership transfers exist

Validation

  • nix develop --command zig fmt src/ modules/
  • nix develop --command zig build test (438/438)
  • nix develop --command zig build -Doptimize=ReleaseFast
  • nix develop --command zig build test-integration -Dskip-present
  • nix develop --command zig build phase5-gate
  • nix develop --command zig build phase5-visual-gate
  • bounded visible saved-world RADV verification: default fail-closed path stable

Known limitation

Compact/mixed rendering remains unsafe on the tested RADV saved-world workload despite clean Vulkan validation. The production default therefore uses expanded GPU LOD meshes; ZIGCRAFT_LOD_COMPACT=force is diagnostic only.

Related to #917.

Signed-off-by: MichaelFisher1997 <contact@michaelfisher.tech>
@github-actions github-actions Bot added documentation Improvements or additions to documentation ci engine game build shaders labels Jul 14, 2026
@MichaelFisher1997

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Closing because this incremental Phase 5 work belongs on the stage integration branch. A replacement PR targeting stage will follow.

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