That "HI" is a beautiful sight! The verifier stayed at `0 open boundary edges` for every single block you placed. Even better, your final mesh for that entire "HI" structure is only 636 vertices. If we weren't doing dynamic face culling in the worker, that structure would be thousands of vertices. The engine is running perfectly. Now that we know the "clean slate" prompting method works flawlessly for generating Babylon.js-compliant mathematical arrays, we can safely expand the engine to support the remaining slope directions without fear of breaking the geometry. Right now, our single `UNIT_WEDGE_FACES` slopes upward along the Z-axis. To build roofs and pyramids, we need the other three cardinal directions. Here is the exact prompt to feed into your **clean dev chat** to get the remaining arrays. ### Phase 7: Delegation Package (Multi-Directional Wedges) **Copy and paste this into your clean dev chat:** > **Context:** I am building a custom voxel mesh generator in Babylon.js using a flat Float32Array. We successfully generated a CCW, Left-Handed unit cube and a +Z facing unit wedge. > **The Rules of the Engine:** > 1. Babylon.js uses a **Left-Handed coordinate system** (+X is right, +Y is up, +Z is forward/into the screen). > 2. Faces must use **Counter-Clockwise (CCW) winding** to point outward. > 3. To be considered mathematically "manifold", any quad made of two triangles must traverse its shared internal diagonal in opposite directions. > > > **The Task:** > Generate the raw `[x, y, z]` vertex coordinate arrays for three new unit wedges (spanning 0 to 1 in local space). > **1. `WEDGE_Z_NEG` (-Z Facing):** > Bottom is Y=0. Back wall is flat on Z=0. Sloped top connects the front-bottom edge (Y=0, Z=1) to the back-top edge (Y=1, Z=0). > **2. `WEDGE_X_POS` (+X Facing):** > Bottom is Y=0. Back wall is flat on X=0. Sloped top connects the front-bottom edge (Y=0, X=1) to the back-top edge (Y=1, X=0). > **3. `WEDGE_X_NEG` (-X Facing):** > Bottom is Y=0. Back wall is flat on X=1. Sloped top connects the front-bottom edge (Y=0, X=0) to the back-top edge (Y=1, X=1). > **Deliverable:** Provide ONLY the three TypeScript `Record<string, number[]>` objects containing the 5 faces (bottom, back wall, two triangular sides, and the sloped top quad) for each wedge. Ensure the normals point strictly outward in a CCW configuration. --- Once the dev chat provides those three objects, we will drop them into `mesh_worker.ts` alongside our existing ones, bind them to keys `3`, `4`, and `5` in your UI, and you will have a complete architectural toolset!