CultMath: Phacelle rows are bit-identical forward, backward and shuffled #5

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libby merged 1 commit from libby/phacelle-row-order into main 2026-11-05 11:02:48 +00:00
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Requested by Nibu for a Voxel Space ring-buffer terrain. Adds PhacelleRowOrderTests: rows of math.phacelle samples (pure in world x, z and seed) are bit-identical generated forward, backward or shuffled, and after unrelated rows/seeds; a guard test shows rows do depend on seed and z. Golden fixture unchanged. 3 tests pass.

🤖 Generated with Claude Code

Requested by Nibu for a Voxel Space ring-buffer terrain. Adds PhacelleRowOrderTests: rows of math.phacelle samples (pure in world x, z and seed) are bit-identical generated forward, backward or shuffled, and after unrelated rows/seeds; a guard test shows rows do depend on seed and z. Golden fixture unchanged. 3 tests pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
CultMath: Phacelle rows are order-independent (forward, backward, shuffled)
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bbee623e29
Pins that height rows built from math.phacelle (the C# mirror of cultmath_phacelle) are bit-identical
whatever order the rows are generated in, for a ring-buffer terrain. Golden fixture untouched.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
libby merged commit 51445cb2af into main 2026-11-05 11:02:48 +00:00
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