docs: capture simulation garden baseline
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# Simulation Garden 01
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Captured: 2026-07-08
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## Files
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- `docs/baselines/simulation_garden_01_debug.png`
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- `docs/baselines/simulation_garden_01_cinematic.png`
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- `tools/capture_simulation_garden.gd`
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## Capture Command
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Run from the project root with the normal renderer:
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```powershell
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$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
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$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
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& 'C:\Users\Rijad\Downloads\tools\Godot_v4.7-stable_win64.exe\Godot_v4.7-stable_win64_console.exe' --path 'C:\Users\Rijad\Documents\Simulation Game' --script res://tools/capture_simulation_garden.gd
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```
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The script warms up `main.tscn`, verifies that the simulation and active NPC
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visuals exist, captures the F10 debug presentation, then captures the cinematic
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presentation with development labels and UI hidden.
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## Review
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The milestone is valid as a runtime integration checkpoint: the same Jajce
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Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
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village, the selected-NPC reason inspector is fed by real task scoring, and the
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cinematic/debug toggle produces a shareable view without changing simulation
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state.
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The frame also makes the next presentation risks plain:
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- the camera still favors verification over composition;
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- placeholder characters, houses, and work props remain useful but visibly
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prototype-grade;
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- terrain texture variation reads better than the old flat map, but paths,
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landmarks, water, and foreground silhouettes need stronger first-read staging;
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- labels explain the system well, while the cinematic view still needs more
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diegetic task communication.
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Use this baseline as the first runtime comparison image before adding more
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systems or expanding the terrain.
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