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