feat: index loaded resource discovery
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@@ -47,12 +47,11 @@ Keep the population view. It has a real relationship/action consumer, improves
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the measured pressure point, and preserves exact state. Do not add batching or
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active/abstract NPC modes merely to improve this data-only number.
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The next bounded scale slice should support the world vision directly: a
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loaded-resource spatial query owned by `ActiveWorldAdapter`. It should let
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villagers discover finite, stable-ID `ResourceNode` anchors placed much farther
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apart across Terrain3D while preserving the current score, reachability,
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reservation, and save/rebind contracts. A benchmark should compare 18, 180,
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and 1,800 loaded candidates before choosing a grid, tree, or other index.
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That next bounded scale slice is now complete. The measured workload justified
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a resource-specific horizontal grid owned by `ActiveWorldAdapter`; exact
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expanding queries preserve every linear selected-target checksum and reduce the
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1,800-anchor case from 6,448.00 to 46.94 microseconds. See
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[Loaded Resource Discovery 01](LOADED_RESOURCE_DISCOVERY_01.md).
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Terrain3D-instanced visual trees and grass are not automatically authoritative
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resources. Intentional harvest anchors must continue to bind simulation-owned
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