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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