feat: author resource-aware riverbank grove

This commit is contained in:
Rijad Zuzo
2026-07-17 13:57:57 +02:00
parent 145b90eb97
commit 04c5371b6b
23 changed files with 823 additions and 63 deletions
+13 -7
View File
@@ -780,16 +780,22 @@ Completed:
aligned; softened foam/mist and a smaller rock frame make the falls part of
the landform. A matched Metal capture records the change, and the rebaked
navigation mesh passes terrain-height and runtime route checks.
37. `Jajce Resource Grove 04`: the right riverbank now groups 28 intentionally
instanced fern/flower/stone details and two decorative trees around two
existing finite resources. The berry and tree keep their stable IDs and
metadata, use specific visuals instead of boxes, and remain reachable from
separate terrain-snapped approach points. Matched captures and a focused
scenario prove three-batch visual cost, nested discovery, and a forced
query beyond the first 24 m range without changing the 18-resource state.
Next:
1. Prove one bounded foliage/resource authoring workflow at a riverbank or
forest edge. Use decorative Terrain3D/intentional instances for tree, fern,
flower, and rock masses, but create simulation-owned finite resources only
through selected stable-ID `ResourceNode` anchors.
2. Validate that villagers discover both nearby and farther authored anchors,
preserve reachable interaction points, and keep the visual batch inside a
measured presentation budget. Add livestock only with a real identity and
1. Give the authored berry/tree resources state-driven low/depleted visuals
sourced from their real `ResourceStateRecord` amount. Prove NPC and player
extraction plus save/restore rebuild the same presentation without adding
visual fields to simulation state.
2. Apply the workflow to a second forest-edge consumer only after that contract
is honest and reusable. Add livestock only with a real identity and
interaction contract.
Do not start with GIS data, a full city, a large asset pack, or more NPC