feat: author discoverable forest edge

This commit is contained in:
Rijad Zuzo
2026-07-18 19:09:04 +02:00
parent 2719b0398b
commit 1f09ebe6b6
21 changed files with 911 additions and 180 deletions
+9 -8
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@@ -982,14 +982,15 @@ Raw samples and workload exclusions live in
[Simulation scaling baseline 02](benchmarks/SIMULATION_SCALING_BASELINE_02.md)
and [Loaded Resource Discovery 01](benchmarks/LOADED_RESOURCE_DISCOVERY_01.md).
The authored Jajce watercourse, navigation rebake, and first bounded
foliage/resource placement proof are complete. The next slice should derive
low/depleted berry and tree visuals from authoritative resource amount, cover
real NPC/player extraction and save/restore reconstruction, and keep that
presentation out of serialized simulation state. Apply the cluster workflow to
a second forest edge only after the depletion contract supplies a real second
consumer. Do not yet generalize the resource grid or introduce active/abstract
simulation LOD.
The authored Jajce watercourse, navigation rebake, amount-derived resource
visuals, and two bounded foliage/resource placement proofs are complete. The
riverbank and forest edge preserve stable finite-resource IDs, separate
decorative density from simulation authority, support discovery beyond the
first 24 m range, and reconstruct sparse/depleted visuals from authoritative
amount. The next slice should introduce one named goat only through a stable
simulation identity, authoritative position and feed state, loaded visual
binding, exact NPC/player feeding cost, and deterministic save/restore. Do not
yet generalize the resource grid or introduce active/abstract simulation LOD.
The remaining simulation-garden target still aims for: