feat: scale village queries and enrich Jajce center

This commit is contained in:
Rijad Zuzo
2026-07-16 23:51:08 +02:00
parent 4be72639d8
commit 2c88ed6ea8
48 changed files with 2059 additions and 280 deletions
+23 -5
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@@ -412,6 +412,13 @@ coverage validates the texture contract, presentation nodes, terrain shape,
stable resources, and navigation. Clip capture and a visual performance review
remain presentation checkpoints rather than missing implementation.
`Jajce Center 02` adds the first reviewed composition pass beyond that baseline:
the summit citadel and residential roof amphitheater read as one center, the
waterfall feeds a Terrain3D-sampled turquoise ribbon, and bounded camera-local
grass, conifers, richer deciduous silhouettes, and oversized butterflies add
life without changing simulation authority. The matched review lives in
[`baselines/JAJCE_CENTER_02.md`](baselines/JAJCE_CENTER_02.md).
### Exit condition
The lookdev scene can produce a compelling 1020 second clip with no gameplay.
@@ -755,14 +762,25 @@ Completed:
NPC and event counts. The first reviewed capture sets a local 600-NPC target,
records identical checksums across samples, and exposes repeated scarce-food
population scans plus objective-event growth as the next measured work.
33. Shared population query view: stable-ID all/living/starving indexes are
built once per deterministic tick and refreshed through interleaved NPC
updates. Baseline 02 preserves every checksum and improves the 600-NPC case
by 23.3% without simulation LOD.
34. `Jajce Center 02`: the reviewed matched capture strengthens the citadel,
cascading homes, bridge, waterfall, terrain-following river, conifer/tree
clusters, and ambient butterflies. Roughly 10,400 camera-local grass
particles remain short and patchy and bend from real actor transforms.
Next:
1. Reuse one stable per-tick population view in the existing
trusted-starving-subject query, preserve exact action/checksum behavior, and
rerun simulation scaling baseline 01. Let the resulting profile determine
whether the following slice needs another bounded query optimization, a
spatial index, or the first active/abstract LOD contract.
1. Measure and implement a loaded-resource spatial query through
`ActiveWorldAdapter` for far-apart Terrain3D-authored finite sources. Keep
simulation-owned resource records, stable IDs, current score/reachability,
reservations, player parity, and unload/rebind behavior unchanged.
2. Sculpt a real Terrain3D river channel and waterfall shelf before adding a
broad foliage asset pass. Use Terrain3D particles for nearby grass and
intentional instancing for tree/fern/rock masses; add livestock only with a
real identity and interaction contract.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already