feat: carve Jajce river into terrain
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@@ -341,8 +341,9 @@ but retain far sources whenever their authoritative metadata can still win.
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- a centered 512 m Terrain3D landscape split across four regions;
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- deterministic shaped terrain data and six game-owned surface layers;
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- a larger summit citadel, eight cascading houses, mill, full-span bridge,
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rock-framed waterfall, mist, smoke, and a Terrain3D-sampled river ribbon;
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- a larger summit citadel, eight cascading houses, mill, full-span bridge, and
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a deterministic Terrain3D watercourse with an upper stream, raised waterfall
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shelf, rock-framed drop, plunge basin, mist, and curved downstream ribbon;
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- authored dirt path strips that make the current village task loop readable;
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- compact silhouette props for the ridge landmark, guard, study, and rest
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sites, plus a physical pantry whose empty/low/stocked arrangement follows
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@@ -979,10 +980,12 @@ Raw samples and workload exclusions live in
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[Simulation scaling baseline 02](benchmarks/SIMULATION_SCALING_BASELINE_02.md)
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and [Loaded Resource Discovery 01](benchmarks/LOADED_RESOURCE_DISCOVERY_01.md).
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The next slice should return to the authored Jajce stage: sculpt the real
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Terrain3D river channel and waterfall shelf, rebake/validate navigation, and
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use the following foliage expansion to prove a bounded stable-ID resource
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anchor placement workflow beside decorative Terrain3D instances. Do not yet
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The authored Jajce watercourse and its Terrain3D-derived navigation rebake are
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complete. The next slice should prove a bounded stable-ID resource-anchor
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placement workflow beside decorative Terrain3D/intentional foliage instances
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at one riverbank or forest edge. It should validate nearby and farther loaded
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resource discovery, reachable interaction points, and a measured presentation
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budget without making decorative instances authoritative. Do not yet
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generalize the resource grid or introduce active/abstract simulation LOD.
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The remaining simulation-garden target still aims for:
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