feat: carve Jajce river into terrain
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@@ -774,17 +774,23 @@ Completed:
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stable-ID resource anchors in a resource-specific horizontal grid. Exact
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expanding queries preserve current scoring and selected targets while the
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reviewed 1,800-source case inspects about 4.4 candidates instead of 1,800.
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36. `Jajce River 03`: the deterministic Terrain3D source now carves a raised
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waterfall shelf, upper stream, plunge basin, and curved downstream channel.
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Shared watercourse profiles keep generated terrain and both water ribbons
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aligned; softened foam/mist and a smaller rock frame make the falls part of
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the landform. A matched Metal capture records the change, and the rebaked
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navigation mesh passes terrain-height and runtime route checks.
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Next:
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1. Sculpt a real Terrain3D river channel and waterfall shelf before adding a
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broad foliage asset pass. Use Terrain3D particles for nearby grass and
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intentional instancing for tree/fern/rock masses, then rebake and validate
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the required village/resource routes.
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2. During that first larger foliage pass, prove a bounded authoring workflow
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that places intentional stable-ID `ResourceNode` anchors beside decorative
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Terrain3D instances. Add livestock only with a real identity and interaction
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contract.
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1. Prove one bounded foliage/resource authoring workflow at a riverbank or
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forest edge. Use decorative Terrain3D/intentional instances for tree, fern,
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flower, and rock masses, but create simulation-owned finite resources only
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through selected stable-ID `ResourceNode` anchors.
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2. Validate that villagers discover both nearby and farther authored anchors,
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preserve reachable interaction points, and keep the visual batch inside a
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measured presentation budget. Add livestock only with a real identity and
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interaction contract.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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