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# Jajce Center 02
Captured: 2026-07-16
## Files
- [before overview](jajce_center_02_before.png)
- [after overview](jajce_center_02_after.png)
- [close gameplay grass check](jajce_grass_gameplay_02.png)
- `tools/capture_jajce_lookdev.gd`
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](https://whc.unesco.org/en/tentativelists/2098/)
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](https://www.agencija-jajce.ba/en/the-fortress/)
supports treating the fortress as the primary long-distance landmark;
- official Studio Ghibli still collections for
[My Neighbor Totoro](https://www.ghibli.jp/works/totoro/) and
[Princess Mononoke](https://www.ghibli.jp/works/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](https://store.steampowered.com/app/2198150/Tiny_Glade/) supports
the low-detail diorama reading of whimsical castles, cottages, ruins, and
incidental life;
- the [Terrain3D instancer guidance](https://terrain3d.readthedocs.io/en/latest/docs/instancer.html)
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
```bash
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
```