feat: index loaded resource discovery
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@@ -770,17 +770,21 @@ Completed:
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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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35. Loaded-resource spatial discovery: `ActiveWorldAdapter` now indexes loaded
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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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Next:
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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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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; add livestock only with a
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real identity and interaction contract.
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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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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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