feat: index loaded resource discovery

This commit is contained in:
Rijad Zuzo
2026-07-17 00:34:30 +02:00
parent 2c88ed6ea8
commit 5356c34fd7
21 changed files with 1392 additions and 69 deletions
+11 -7
View File
@@ -770,17 +770,21 @@ Completed:
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.
35. Loaded-resource spatial discovery: `ActiveWorldAdapter` now indexes loaded
stable-ID resource anchors in a resource-specific horizontal grid. Exact
expanding queries preserve current scoring and selected targets while the
reviewed 1,800-source case inspects about 4.4 candidates instead of 1,800.
Next:
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
1. 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.
intentional instancing for tree/fern/rock masses, then rebake and validate
the required village/resource routes.
2. During that first larger foliage pass, prove a bounded authoring workflow
that places intentional stable-ID `ResourceNode` anchors beside decorative
Terrain3D instances. 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