docs: capture simulation garden baseline

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2026-07-08 16:26:06 +02:00
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# Simulation Garden 01
Captured: 2026-07-08
## Files
- `docs/baselines/simulation_garden_01_debug.png`
- `docs/baselines/simulation_garden_01_cinematic.png`
- `tools/capture_simulation_garden.gd`
## Capture Command
Run from the project root with the normal renderer:
```powershell
$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
& '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
```
The script warms up `main.tscn`, verifies that the simulation and active NPC
visuals exist, captures the F10 debug presentation, then captures the cinematic
presentation with development labels and UI hidden.
## Review
The milestone is valid as a runtime integration checkpoint: the same Jajce
Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
village, the selected-NPC reason inspector is fed by real task scoring, and the
cinematic/debug toggle produces a shareable view without changing simulation
state.
The frame also makes the next presentation risks plain:
- the camera still favors verification over composition;
- placeholder characters, houses, and work props remain useful but visibly
prototype-grade;
- terrain texture variation reads better than the old flat map, but paths,
landmarks, water, and foreground silhouettes need stronger first-read staging;
- labels explain the system well, while the cinematic view still needs more
diegetic task communication.
Use this baseline as the first runtime comparison image before adding more
systems or expanding the terrain.