feat: scale village queries and enrich Jajce center
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@@ -412,6 +412,13 @@ coverage validates the texture contract, presentation nodes, terrain shape,
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stable resources, and navigation. Clip capture and a visual performance review
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remain presentation checkpoints rather than missing implementation.
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`Jajce Center 02` adds the first reviewed composition pass beyond that baseline:
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the summit citadel and residential roof amphitheater read as one center, the
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waterfall feeds a Terrain3D-sampled turquoise ribbon, and bounded camera-local
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grass, conifers, richer deciduous silhouettes, and oversized butterflies add
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life without changing simulation authority. The matched review lives in
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[`baselines/JAJCE_CENTER_02.md`](baselines/JAJCE_CENTER_02.md).
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### Exit condition
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The lookdev scene can produce a compelling 10–20 second clip with no gameplay.
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@@ -755,14 +762,25 @@ Completed:
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NPC and event counts. The first reviewed capture sets a local 600-NPC target,
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records identical checksums across samples, and exposes repeated scarce-food
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population scans plus objective-event growth as the next measured work.
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33. Shared population query view: stable-ID all/living/starving indexes are
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built once per deterministic tick and refreshed through interleaved NPC
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updates. Baseline 02 preserves every checksum and improves the 600-NPC case
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by 23.3% without simulation LOD.
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34. `Jajce Center 02`: the reviewed matched capture strengthens the citadel,
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cascading homes, bridge, waterfall, terrain-following river, conifer/tree
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clusters, and ambient butterflies. Roughly 10,400 camera-local grass
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particles remain short and patchy and bend from real actor transforms.
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Next:
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1. Reuse one stable per-tick population view in the existing
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trusted-starving-subject query, preserve exact action/checksum behavior, and
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rerun simulation scaling baseline 01. Let the resulting profile determine
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whether the following slice needs another bounded query optimization, a
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spatial index, or the first active/abstract LOD contract.
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1. Measure and implement a loaded-resource spatial query through
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`ActiveWorldAdapter` for far-apart Terrain3D-authored finite sources. Keep
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simulation-owned resource records, stable IDs, current score/reachability,
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reservations, player parity, and unload/rebind behavior unchanged.
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2. 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; add livestock only with a
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real identity and 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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