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gamedev-the-steward/docs/baselines/JAJCE_CENTER_02.md
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2026-07-16 23:51:08 +02:00

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Jajce Center 02

Captured: 2026-07-16

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The two overview images use the same 1280×720 camera, fixed daylight value, warmup, and Metal renderer. The gameplay image is a separate readability check, not part of the matched comparison.

Reference reading

The reduction uses Jajce's hierarchy rather than attempting a literal city reconstruction:

  • the UNESCO tentative-list description describes the citadel at the summit of a rocky pyramid, ramparts descending its slopes, and residential roofs forming an amphitheater beneath it;
  • the official Jajce fortress overview supports treating the fortress as the primary long-distance landmark;
  • official Studio Ghibli still collections for My Neighbor Totoro and Princess Mononoke were used only as broad references for layered green masses, clear silhouettes, restrained natural motion, and small warm human details inside large landscapes;
  • Tiny Glade supports the low-detail diorama reading of whimsical castles, cottages, ruins, and incidental life;
  • the Terrain3D instancer guidance informed the split between camera-local particle grass and intentional tree placement.

No building, frame, or asset is copied from those references. The project keeps its own compact low-poly language and real simulation constraints.

Implemented reduction

  • The ridge block becomes a larger warm-stone citadel with a rocky plinth, ramparts, descending walls, towers, gate, crenellations, banner, and narrow window slits.
  • Eight timber-accented plaster houses now cascade below the citadel instead of leaving three isolated boxes in an empty field.
  • The waterfall is wider, softly animated, misted, and framed by irregular mossy rock columns. Its plunge pool feeds a turquoise ribbon that samples the live Terrain3D height field instead of disappearing beneath it.
  • The bridge gains a full river span, stone abutments, center pier, rails, and posts. House windows and chimney smoke add small warm points.
  • Existing rounded deciduous trees are richer and wind-reactive; authored conifer clusters strengthen the citadel, falls, and valley edges.
  • Three intentionally oversized butterflies add quiet ambient life.
  • A bounded camera-local Terrain3D grass field uses roughly 10,400 particles. Its project-owned process material keeps blades short and patchy, while a shader receives at most eight real player/NPC transforms and bends grass away from their feet.
  • Haze and saturation are reduced so green terrain, warm roofs, stone, and turquoise water separate more clearly.

Authority boundary

Grass, butterflies, smoke, water motion, and foliage sway are transient presentation. They do not enter saves or checksums. Player and NpcVisual nodes merely expose real transforms to the grass shader.

Finite food and wood still come only from stable-ID ResourceNode anchors bound to simulation-owned records. The conifers and grass are decorative; the next resource-discovery phase can pair selected Terrain3D-authored visuals with intentional resource anchors without turning every blade or background tree into authoritative state. Livestock is deliberately deferred until one animal has a real identity/state/interaction contract; ambient butterflies do not pretend to be simulated food or work.

Remaining visual work

This is a stronger prototype composition, not final environment art. The next art pass should sculpt a true river channel and waterfall shelf into Terrain3D, replace procedural fortress/house geometry gradually, add bank stones and flower/fern clusters through bounded instancing, and validate a representative frame-time budget. The matched comparison should remain the checkpoint before those asset-heavy changes.

Capture command

HOME="$PWD/logs/quality/godot_profile" \
APPDATA="$PWD/logs/quality/godot_profile" \
LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
/Applications/Godot.app/Contents/MacOS/Godot \
  --path "$PWD" --script res://tools/capture_jajce_lookdev.gd -- \
  --output=res://docs/baselines/jajce_center_02_after.png