Docs  /  RealityConstruct

RealityConstruct

Voxel “construct” world: sparse grid, CoreProtect-style event log, entities, CPU ray-march with CUDA hybrid path.

Commands

reality construct status
reality construct set x y z [type]
reality construct fill x0 y0 z0 x1 y1 z1 [type]
reality construct get x y z
reality construct undo [n]
reality construct rollback [actor] [seconds] [radius]
reality construct history [n]
reality construct entity list|add|remove
reality construct camera status|pos|look
reality construct render [cpu|cuda|auto] [w h] [path.ppm]
reality construct export [radius]
reality construct stamp x y z r [type]
reality construct iterate box|sphere

Aliases: construct …, matrix ….

Voxel types

id meaning
0 air
1 solid
2 water
3 ore
4 scaffold
5 hazard
6 agent
7 goal

Render backends

  • cpu — Amanatides–Woo DDA ray-march on host (always available).
  • cuda / auto — when USE_CUDA + cuda_accelleration, stages dense volume H2D then shades on host (cuda_hybrid). Full device kernels can replace host shade later (.cu).

Frames write as PPM: checkpoints/reality_construct_frame.ppm.

Files

  • RealityConstruct.hpp / RealityConstruct.cpp
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