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
+20 -7
View File
@@ -896,17 +896,30 @@ plunge basin, and curved downstream channel. A matched Metal capture records
the result, and the Terrain3D-derived navigation mesh was rebaked and validated
against required village/resource routes.
The immediate next slice should prove one bounded foliage/resource authoring
workflow in the real world: build a restrained riverbank or forest-edge cluster
with decorative Terrain3D/intentional instances, pair only selected harvestable
trees or berry patches with stable-ID `ResourceNode` anchors, and verify nearby
and farther loaded anchors remain discoverable through `ActiveWorldAdapter`.
Keep decorative instances out of simulation state, measure the bounded visual
cost, and do not generalize the resource grid to people/buildings/events or
The first authored foliage/resource workflow is complete. One riverbank cluster
uses three intentional MultiMesh batches for 28 fern, flower, and stone
instances plus two decorative trees, while only an existing stable-ID berry and
tree are finite `ResourceNode` anchors. Both anchors preserve the save contract
of eighteen resources, sit above the carved channel, and expose separate
terrain-snapped approach points. A forced village query expands beyond the
initial 24 m range and selects the nested berry exactly by ID.
The immediate next slice should make those two resource-specific visuals
reflect authoritative amount/depletion: thin the berry patch and leave a stump
or equivalent readable tree state after real NPC/player extraction, then prove
save/restore rebuilds the same presentation without persisting visual-only
state. Only after both the berry and tree consume that contract should shared
cluster/depletion tooling be extracted or the workflow copied to a forest
edge. Do not generalize the resource grid to people/buildings/events or
introduce active/abstract LOD before those consumers need it.
Recently completed:
- `Jajce Resource Grove 04`: two existing river resources now live as nested
stable-ID anchors inside a restrained decorative bank cluster. Twenty-eight
understory instances use three MultiMesh batches, bespoke berry/tree visuals
replace generic boxes, terrain-snapped approach points remain reachable, and
a real far-source query proves parent-path-independent expanding discovery.
- `Jajce River 03`: deterministic Terrain3D generation now carves the upper
stream, raised waterfall shelf, plunge basin, and curved downstream channel;
shared watercourse geometry keeps both water ribbons aligned, soft masked