T99_Translation_Terrain.md

world/translation/T99_Translation_Terrain.md

T99_Translation_Terrain [ACTIVE v1.0 — 2026-07-15]

Status: ACTIVE v1.0 (flipped 2026-07-15 — critic verdict PASS-WITH-FIXES with all six findings fixed forward, then the contracts-corrections pass: the §0 flip condition).

Translation Doc — terrain/world-chain leg. Tier 99 operational (the runtime-inference layer per

T1_Build_Pipeline_Contracts §0); not world canon. Owns the platform-specific inference rules that

turn a region page's Section 1 + Zone Catalog into a built, populated UE 5.8 Landscape — the

parameter layer the Pipeline Contract and Region Page Template are silent on (exact request

shapes, resample formulas, the PARAMETERS BLOCK schema). Subordinate to the CVD, to

T1_Region_Page_Template [ACTIVE v2.0], and to T1_Build_Pipeline_Contracts §1 (UE5); where this

doc's inference conflicts with either, they win [SRC: T1_Build_Pipeline_Contracts §0].

Derivation basis (no web research this pass; every claim below traces to a committed repo doc,

tagged [SRC: file §section]): GEODATA_TERRAIN_CHAIN.md (the spine), RESEARCHED_STACK.md

(Chain 2 + the adjudicated-v2 addendum), ALTERNATIVES_MATRIX.md (Slots 1, 2, 4),

ADVERSARIAL_ADJUDICATION.md (the corrections — Lyra 2.0's license, the C++ import-shim severity,

the capture-rights gate; the briefs live in docs/pipeline_review/ + its tech_research/), `T1_Region_Page_Template

[ACTIVE v2.0] §1 + Zone Catalog, T1_World_Geography_Master [ACTIVE v2.3]` §14 (the

area_bounds/zone_id schema this doc extends), and the capability-boundary sections of

COSMOS3_DEEP_DIVE.md / VIDEO_TO_3D_BRIDGES.md (docs/pipeline_review/tech_research/). First

version, authored during the Phase D correction pass ahead of the Flores Island vertical slice;

versions per the standing Translation Doc discipline as region builds surface edge cases.

1. Scope and ruled posture

Specifies the terrain/world-generation leg of the UE 5.8 build chain for the 69 real-Earth

regions (69 is the CVD/CLAUDE cardinal; §14.8 additionally elevated four secondary sites — Japan,

Korea, Angkor, Rapa Nui — to first-class region pages, lifting the populated T0_Region_Index to

71 rows and the soft page-target to 71 without touching the canonical count

[SRC: T1_World_Geography_Master §14.8]). Answers RESEARCHED_STACK.md's

acceptance chain 2 for the terrain/GIS leg — download through populated Landscape — up to the

handoff into the engine build proper, which T99_Translation_UE5_Build owns from Landscape-import

onward.

Four ruled positions, adjudicated 2026-07-15, binding on every step below:

Gaea detail synthesis → 16-bit heightmap → UE Landscape is the only deterministic,

reproducible, license-clean, fully-batchable route across all 69 regions — the DEM already IS

the geometry [SRC: GEODATA_TERRAIN_CHAIN.md §7; ALTERNATIVES_MATRIX.md Slot 1 RECOMMENDATION].

into an editable, paintable, foliage-populated Landscape — materials/textures do not survive

the static-mesh conversion, and Cesium World Terrain is not available offline

[SRC: GEODATA_TERRAIN_CHAIN.md §1]. This demotes a Contract §1.2-named subsystem's role

exactly the way Contracts §0's platform-volatility clause anticipates: the WHAT (real-world

coordinate anchoring, global terrain reference) is unchanged, the HOW moves to the DEM

backbone, terrain_pipeline_type's enum stays schema-valid — a Translation Doc call, not a

Contract amendment (the same framing UE5_Build §1 applies to this tool split). Its role is

reference/preview/loading-screen only, now

including streamed gaussian splats (Cesium's April 2026 3D-Tiles-2.0 support) — a distribution

channel for an already-generated splat, not a tool for producing one

[SRC: VIDEO_TO_3D_BRIDGES.md §3].

Lyra 2.0 (§4) may generate reference imagery for fantastical vril-sites only, behind explicit

labeling and §17.1 — never real cultural terrain, never final playable geometry

[SRC: ALTERNATIVES_MATRIX.md Slot 1 RECOMMENDATION; ADVERSARIAL_ADJUDICATION.md Docket 1a].

✅ RULED (D-MPV, Josh 2026-07-21): a tiered ladder replaces the earlier one-number-per-region

framing — 1 m/vertex hero set-pieces (caves, boss pockets, ritual grounds) · 2 m standard

playable · 5-10 m ambient/vista — assigned per AOI on each region's terrain pass. Each AOI's

value is decided at the exact moment §2 Step 3 resamples that AOI's DEM; every other number

(Z-scale, tile count, World Partition cell count, erosion detail budget) falls out of it, now

per-AOI [SRC: GEODATA_TERRAIN_CHAIN.md §7]. The Liang Bua 30 m value stays a SMOKE artifact.

2. THE CHAIN, step by step

Input is a region page's header plus Zone Catalog: chapter_set, per-zone and region-ambient

area_bounds, and the terrain/gameplay_functions/ambient_threat/vril_density/climactic_

affordances/protected fields the spine's §3b rows populate verbatim, plus the page-authored

geometry the spine leaves downstream [SRC: T1_Region_Page_Template §Zone Catalog, §The

Consumption Boundary].

Step 1 — Region page input (bounding box + zone catalog)

Area_bounds per zone is a polygon vertex array or center_plus_radius in WGS84 lat/lon (the

"Cesium coordinate convention," which is the same geodetic frame the Step 2 DEM API takes, so no

reprojection is needed) [SRC: T1_World_Geography_Master §14.2]. The region-level bounding box is

the union of every zone's area_bounds plus region-ambient rows — that union is the AOI Step 2

requests. Per-zone area_bounds carries forward to Step 4 (carving) and Step 8 (weightmap

alignment). Artifact out: one south/north/west/east decimal-degree bbox per region.

Step 2 — DOWNLOAD (Copernicus GLO-30 via OpenTopography; NASADEM fallback)

Primary call, one per region, scripted:

GET https://portal.opentopography.org/API/globaldem?demtype=COP30&south=<lat>&north=<lat>&west=<lon>&east=<lon>&outputFormat=GTiff&API_Key=<key>

— a free, instantly-issued key; Copernicus GLO-30 is global, free, explicitly commercial and

non-commercial without time limit [SRC: GEODATA_TERRAIN_CHAIN.md §2]. Fallback: same endpoint,

demtype=NASADEM (SRTM reprocessed, better void-filling); demtype=AW3D30 (JAXA, attribution

required) is the third cross-check tier where COP30/NASADEM disagree. The automated trigger for

falling back is not specified anywhere in the source research (only "where Copernicus has a gap

or artifact") — flagged, not invented, §5 item 5. Same-session calls also fetch ESA WorldCover

10 m and Sentinel-2 L2A true color over the same AOI, feeding Step 8

[SRC: GEODATA_TERRAIN_CHAIN.md §5]. Provenance — the DEM dataset actually used, the mandatory

Copernicus modified-data notice (Step 4 always modifies the DEM), and any AW3D30/JAXA attribution

— records via the page header's "Sources processed this session" field and Section 20's

population log; no separate provenance store is needed [SRC: T1_Region_Page_Template §Region

Identity header, §Section 20]. Artifact out: one raw GeoTIFF DEM (float, EPSG:4326), one

landcover GeoTIFF, one Sentinel-2 set — per region, native projection/resolution.

Step 3 — GDAL/rasterio preprocessing

Deterministic and batchable across all 69 regions: reproject to a consistent local UTM/

equidistant projection (gdalwarp); mosaic DEM tiles crossing the AOI (gdalwarp/gdal_merge);

clip to the Step 1 bbox; resample to the region's meters-per-vertex (`gdalwarp -tr <x_res>

<y_res>`) [SRC: GEODATA_TERRAIN_CHAIN.md §4 Leg A]. The load-bearing formula:

meters_per_vertex = real_AOI_footprint_m / target_landscape_vertex_count, where the target is

either one 8,129-vertex Landscape actor or an N-tile World Partition grid (Step 6). The ratio

between area_bounds' real km² and the chosen footprint IS the scale-compression policy — one

value per AOI, not a manual redesign [SRC: GEODATA_TERRAIN_CHAIN.md §7]; the concrete values are

✅ RULED as the D-MPV tiered ladder (§5 item 1 — 1 m/vertex hero set-pieces · 2 m standard

playable · 5-10 m ambient/vista, assigned per AOI on each region's terrain pass). 30 m source pixels do not upscale

into finer real detail by resampling alone — a finer meters-per-vertex than native 30 m smooths/

terraces rather than manufacturing detail; Step 5 closes that gap, not the resample step

[SRC: GEODATA_TERRAIN_CHAIN.md §3]. Artifact out: one analysis-ready elevation GeoTIFF,

pixel-aligned with the landcover and imagery GeoTIFFs for Step 8.

Step 4 — The ALTERATION recipe layer (carve/composite)

rasterio.features.rasterize burns each fantasy/vril-site footprint into the elevation raster,

followed by a numpy blend/feather at the boundary to avoid a visible seam

[SRC: GEODATA_TERRAIN_CHAIN.md §4 Leg A] — the scripted, reviewable, re-runnable leg; every

alteration that must apply identically and unattended across all 69 regions belongs here, never

as a hand edit. Input contract: a per-region, page-authored table — one row per zone whose

canonical_anchors reference a T0_Vril_Site_Registry site_id, joined to that zone's own

area_bounds for the carve polygon. The registry supplies WHAT (site_name, site_class,

vril_function, mastery_tier_required); the page's Zone Catalog supplies WHERE (the registry

carries no footprint column) [SRC: T1_World_Geography_Master §14.7; T1_Region_Page_Template

§Zone Catalog]. Neither this doc nor the carve script re-authors site canon. Era modifications

(sea level, coastline, glaciers, deforestation reversal, river courses, volcanic activity) apply

here too, as a further chapter_set-era-keyed pass using the same mechanism

[SRC: T1_Region_Page_Template §Section 1]. The reversible/hand leg (post-import Landscape Edit

Layers / Patches / Splines) is T99_Translation_UE5_Build's, not this doc's

[SRC: GEODATA_TERRAIN_CHAIN.md §4 Leg B]. Artifact out: an altered elevation GeoTIFF per §3's

alteration list.

Step 5 — Gaea detail synthesis

The resampled+altered DEM routes through Gaea's erosion/thermal/snow graph (.tor, CLI/

automation), running physically-scaled ("Real Scale") erosion to synthesize sediment and

meandering rivers a raw 30 m source cannot contain, exporting back to 16-bit

[SRC: GEODATA_TERRAIN_CHAIN.md §6] — the middle synthesis step only, not download (Step 2) or

import (Step 7). Licensing: Gaea Indie, $99 one-time perpetual, covers a solo dev under $100K

revenue; its 8,192×8,192 export cap lines up with the ~8,129-vertex Landscape ceiling for

single-tile regions. CLI-tier unknown, flagged not assumed: whether headless automation needs

Professional ($199) instead of Indie is UNCONFIRMED — the edition page names no CLI restriction,

but one search result claimed Pro/Enterprise is required; confirm with QuadSpinner before pinning

$99 for an automated pipeline [SRC: GEODATA_TERRAIN_CHAIN.md §6; ADVERSARIAL_ADJUDICATION.md

Docket 1c] (§5 item 2). Gaea 3.0's shipped-status is also UNCONFIRMED — target Gaea 2.3 (confirmed

shipped June 2026) until 3.0 is confirmed live (§5 item 3). What flips this step: a benchmark

showing Gaea's erosion is not perceptibly better than UE Landmass + auto-material at the chosen

scale drops it entirely [SRC: ALTERNATIVES_MATRIX.md Slot 1 "WHAT FLIPS IT"] (§5 item 9). Artifact

out: a detail-synthesized elevation raster, ready for 16-bit emission.

Step 6 — 16-bit heightmap emit, sized to UE constraints

Format conversion: gdal_translate -ot UInt16 (or QGIS's Heightmap Export plugin) → 16-bit

grayscale PNG or RAW16+JSON [SRC: GEODATA_TERRAIN_CHAIN.md §3]. Z-scale: `Z Scale = (max height

in meters) × 100 (m→cm) × 0.001953125 (=1/512)`, from the region's real min/max elevation plus

headroom for anything Step 4 added; at the Landscape default Z-scale of 100 vertical range is

±256 m, so any region spanning more must set Z-scale explicitly. Tiling math: a single Landscape

actor caps at 8,129×8,129 vertices (127 quads/section × 2×2 sections × 32×32 components); the raw

heightmap import FILE ceiling is far larger (up to 43,351×43,351 px) specifically so a larger

region slices into multiple 8,129-capped actors under World Partition. Real-world World Partition

reports ~32 km × 32 km (1,024 km²) with foliage before performance gets heavy — past ~64 km² it's

worth asking whether sub-meter resolution is needed everywhere [SRC: GEODATA_TERRAIN_CHAIN.md §3].

Artifact out: the 16-bit heightmap(s) + per-layer weightmap inputs + Z-scale + tile layout — the

complete packet T99_Translation_UE5_Build's Landscape step consumes.

Step 7 — IMPORT (handoff to T99_Translation_UE5_Build)

This doc's chain ends at the emitted heightmap packet; landing it in Unreal is

T99_Translation_UE5_Build's step, noted here only to mark the handoff and one dependency Step 6's

timeline must respect. The dependency: stock UE Python has no one-call heightmap-to-Landscape-

creation path — landscape_import_heightmap_from_render_target() only writes into an

ALREADY-EXISTING Landscape at render-target precision. Creating the actor from a heightmap

requires a small C++ shim wrapping ALandscape::Import() (or a plugin such as TAPython's

unreal.PythonLandscapeLib) — the single highest-priority engineering dependency in the whole

chain, correctly scoped as bounded engineering, not scripting [SRC: RESEARCHED_STACK.md Chain 2

item 4; ADVERSARIAL_ADJUDICATION.md Docket 2] (§5 item 10 — owned by T99_Translation_UE5_Build,

sequenced pre-Ch2-5-slice). Import target: classic heightfield Landscape, not UE 5.8's

experimental Mesh Terrain — real (true XYZ-mesh, overhangs, non-destructive modifiers, native PCG/

World-Partition) but experimental this release with an undocumented scripting surface; tracked

for a later re-target [SRC: ALTERNATIVES_MATRIX.md Slot 1 Alternative C] (§5 item 11). Seam: per

the three-seam routing rule, Landscape import is BULK/STRUCTURED — native Python + Remote-Control

RECOMMENDATION].

Step 8 — ESA WorldCover → material weightmaps → PCG biome population

Reclassify WorldCover's 11 classes (tree cover, shrubland, grassland, cropland, built-up, bare/

sparse vegetation, snow/ice, permanent water, herbaceous wetland, mangrove, moss/lichen) into the

project's material-layer taxonomy; rasterize each into its own 0-255 weightmap on the SAME grid

as Step 6's heightmap; import via landscape_import_weightmap_from_render_target()

[SRC: GEODATA_TERRAIN_CHAIN.md §5] — with the sibling caveat carried: writing weightmaps onto an

EXISTING Landscape via Python is exactly the seam UE5_Build Step 5 flags as having no first-class

public painting API (the confirmed paths are weightmaps at import time, the auto-material, or PCG

writing layers); this step's render-target call runs at that import-time point in the chain, and

the two docs share one caveat, not two stories. PCG Biome Core (engine-bundled since 5.6,

carried into 5.8 — but Experimental, v0.2 per UE_BUILD_AUTOMATION §3.1; UE5_Build Step 5's

"verify runtime performance before shipping it" caveat governs here too)

reads landscape layer weights as a generator subtype. Zone-catalog gameplay affordances should drive WHICH PCG graph runs and how it's

parameterized per zone, via Bounds/Volume actors keyed to zone polygons, not landcover alone. Flag:

the landcover→layer→PCG-spawn chain is documented; the zone-polygon→PCG-bounds-actor→graph-

selection binding has no existing product feature to point at — it has to be built (§5 item 12).

Sentinel-2 true color can additionally feed the Landscape's base albedo/diffuse texture using the

same reprojection-to-grid treatment, no extra API needed. Artifact out (terminal state for this

doc): a populated, playable Landscape with paint layers and PCG-spawned foliage/props/encounter

volumes matching the zone catalog; NPC/quest/cinematic population is out of scope.

3. The per-region PARAMETERS BLOCK spec

Section 1 of every region page must carry the following, machine-readably, for Steps 1-8 to run

unattended. The Zone Catalog (T1_World_Geography_Master §14.2) already owns zone_id, area_bounds,

gameplay_function, ambient_threat_level, vril_density, climactic_affordance_tags, and

canonical_anchors — this block adds only the chain-specific fields Section 1's prose calls for

(bbox, meters-per-vertex, the alteration recipe, water plane, era modifications

[SRC: T1_Region_Page_Template §Section 1]) without schematizing them field-by-field, which is

this Translation Doc's job per BPC §0 [SRC: T1_Build_Pipeline_Contracts §0].

FieldTypeSourceNotes
region_bboxsouth/north/west/east, decimal degreesderived — union of zone area_bounds + region-ambient rowsStep 1 output; not separately authored
meters_per_vertexfloatpage-authored per AOI, per the D-MPV ladder (§1; §5 item 1 — RULED 2026-07-21)the scale-compression parameter, assigned per AOI (Step 3)
target_footprintenum {single_tile, world_partition_N} + tile layoutderived — meters_per_vertex × bbox area vs. the 8,129 capfeeds Step 6 tiling
alteration_listordered table: zone_id, site_id (FK → T0_Vril_Site_Registry), operation {carve, composite, raise, flatten}, feather_radius_mpage-authored, one row per FK'd zoneStep 4 input
dem_source_usedenum {COP30, NASADEM, AW3D30} + attribution_noticerecorded post-download, Step 2provenance rides Section 20
water_planefloat, meters absolute + reference {sea_level, region_relative}page-authorednamed in Section 1 prose, unschematized until this doc
era_modificationsstructured: sea_level_offset_m, coastline_shift_geometry, glacier_coverage_pct, deforestation_reversal_bool, river_course_shift_geometry, volcanic_activity_statepage-authoreda Step 4 pass, keyed to chapter_set's era
gaea_passbool + .tor graph referencepage-authored or defaultedStep 5; false only where relief is negligible

Every field is either already-canonical (read from the Zone Catalog / T0_Vril_Site_Registry,

never re-authored) or a build parameter this doc adds at Section 1 — consistent with the page

template's CONSUME/FEED split [SRC: T1_Region_Page_Template §T0 Registry Contract].

4. The previz lanes (reference-and-mood only)

None of the lanes below touch the shipped-asset path (§1's third ruled position); all exist for

fantastical vril-site concept/blockout reference only, gated as noted.

trajectory → 60s/720p spatially-consistent video, genuinely clean and RTX-5090-capable (a

distilled NVFP4 variant does 60s in 34s) [SRC: COSMOS3_DEEP_DIVE.md §3]. Video-only — no native

3D reconstruction; a mood tool, not a geometry source, unless paired with a reconstruction step

that carries its own consistency risk.

Nano is a tight single-5090 fit (29GB+ BF16 alone, offload required, no confirmed quantized

consumer path). Output is video/image/audio/action, never mesh/depth/point-cloud/USD; "action"

is robot control-signal space, not a cinematic camera path, so despite the surface similarity to

SANA-WM it is not a fly-through generator [SRC: COSMOS3_DEEP_DIVE.md §1, §CAPABILITY BOUNDARY].

At most a low-value moodboard aid; no game-dev use was found anywhere in the source research.

Model matrix corrected to 16B/64B here — a sibling brief's stale 2B/14B figure does not apply

[SRC: ADVERSARIAL_ADJUDICATION.md Docket 1c].

§1.5], Marble Pro $35/mo minimum for commercial rights [SRC: ALTERNATIVES_MATRIX.md Slot 1

Alternative D]) — the one Family-B lane exporting actual

mesh + gaussian splats + video, not just video. The sanctioned narrow previz lane for

fantastical set-pieces because it returns real geometry, gated behind schema-bound + §17.1,

never real cultural terrain, never final geometry [SRC: ALTERNATIVES_MATRIX.md Slot 1

Alternative D].

(engineered against spatial-forgetting/temporal-drift; outputs an actual .ply splat), but its

WEIGHTS are licensed "NVIDIA Internal Scientific Research and Development" — non-commercial, no

production use, no works for sale. RULED correction: a sibling brief's "Apache 2.0, code and

weights" claim is factually wrong (same HF card; text fetched and quoted verbatim)

[SRC: ADVERSARIAL_ADJUDICATION.md Docket 1a]. Previz-only at most, same tier as Hunyuan3D and

gated Marble — never shipped-path — and its 43GB VRAM floor sits above the 5090's 32GB

regardless, so even previz use is an unconfirmed spike, not a working recipe today

[SRC: VIDEO_TO_3D_BRIDGES.md §1.4.2].

producing one; consistent with §1's Cesium ruling [SRC: VIDEO_TO_3D_BRIDGES.md §3].

with no documented working recipe, and is a strictly lossy round-trip for terrain AUTHORING —

the DEM already IS the geometry. Its only legitimate scope, if ever built, is concept art /

cinematic flythroughs silhouette-locked to the real DEM, never a terrain shortcut

[SRC: VIDEO_TO_3D_BRIDGES.md §4]. Flagged, not adopted.

The §17.1 rule (binding on every lane above and on real-capture reconstruction alike): never

ship AI-*generated* "documentation" of a real sacred/cultural site. Reconstruction tooling

(Postshot, Polycam, gsplat, RealityCapture) is cleared ONLY for genuine captures — real photos or

video of the real place. The moment the video itself is AI-generated, running it through a

splat/reconstruction pipeline produces an asset wearing photogrammetry's credibility as a costume

— every visual trust signal of a survey, none of the ground truth — a SHARPER version of the

§17.1 risk on file for raw generative architecture, not a mitigation of it. Adjudicated CORRECT

and load-bearing; keep it verbatim [SRC: VIDEO_TO_3D_BRIDGES.md §"genuinely adds value" item 1;

ADVERSARIAL_ADJUDICATION.md Docket 3].

The capture-rights gate (new — first formal specification of this for the terrain/previz

lane): real-capture reconstruction of a real cultural or sacred site additionally needs a per-site

capture-rights/consent check before the resulting mesh/splat ships — heritage sites and museums

may prohibit commercial 3D capture, and crowd-sourced tourist photography is third-party

copyrighted. "Real capture" clears the §17.1 representational-care bar; it does NOT by itself

clear legal provenance. Name the capture's rights basis (own capture, licensed stock, public-

domain/CC, museum-permissioned, or unconfirmed) per asset before it ships, the way the

book-substrate lane uses use_class [SRC: ADVERSARIAL_ADJUDICATION.md Docket 3] (§5 item 13, owner

Josh/art-pipeline).

5. Unknowns and spikes

Pulled from GEODATA_TERRAIN_CHAIN.md's seven residual unknowns plus the adjudication's

terrain-relevant additions, triaged into RESEARCHED_STACK.md's three classes.

#ItemClassTriggerOwner
1Target meters-per-vertex — ✅ RULED (D-MPV, Josh 2026-07-21): per-AOI tiered ladder — 1 m/vertex hero set-pieces (caves, boss pockets, ritual grounds) · 2 m standard playable · 5-10 m ambient/vista, assigned per AOI on each region's terrain pass; the Liang Bua 30 m value stays a SMOKE artifactRULEDassigned at each AOI's Step 3 resampleJosh — traversal pacing, area_bounds
2Gaea CLI tier ($99 Indie vs. $199 Pro)INSTALL-NOWbefore any headless Gaea run is scripteddirect QuadSpinner confirmation
3Gaea 3.0 shipped-statusWATCHbefore pinning any 3.0-only featurewhoever scripts Step 5 next
4"An NVIDIA world-gen tool" premise — no matching shipped product foundJOSH-RULESbefore assuming a Gaea-replacement is liveJosh — name it or drop the premise
5DEM fallback trigger — no automated void/artifact-detection rule specifiedENGINEERING-SPIKEfirst real region GDAL run surfaces a visible voidpipeline/harness engineering
6PCG Biome Core exact node-graph wiringENGINEERING-SPIKEbefore Step 8 is scripted, not just doc-readUE5-build engineering
7Mesh Terrain as a future Landscape re-targetWATCHMesh Terrain reaching Beta/Production with a documented Python surfacetrack only
8Landscape-import C++ shim (ALandscape::Import())ENGINEERING-SPIKEpre-Ch2-5-sliceT99_Translation_UE5_Build
9Zone-polygon → PCG-bounds-actor → graph-selection binding — no existing product featureENGINEERING-SPIKEafter Step 8 lands for the first regionUE5-build / PCG engineering
10Capture-rights gate needs an operational process, not just a named ruleENGINEERING-SPIKEbefore any real-capture reconstruction asset shipsJosh / art-pipeline
11Gaea-vs-UE-Landmass erosion-quality benchmarkBENCHMARK-DAY5090 landing5090 bench-test protocol
1269-region GDAL/import throughput — asserted "batchable," never quantifiedBENCHMARK-DAYbefore the Ch 2-5 slice is called validated for throughput, not just correctnesspipeline engineering

Item 1 was the single most consequential open item in this doc — ✅ RULED (D-MPV, Josh

2026-07-21) as a per-AOI tiered ladder (1 m/vertex hero set-pieces such as caves, boss pockets,

and ritual grounds · 2 m standard playable · 5-10 m ambient/vista), per-AOI assignment riding

each region's terrain pass and the Liang Bua 30 m value kept as a SMOKE artifact; every other §2

number (Z-scale, tile count, World Partition cell count, Gaea's erosion budget) derives from each

AOI's chosen value once set [SRC: GEODATA_TERRAIN_CHAIN.md §7]. Items 5, 6, 8, and 9 are the genuine engineering-spike cluster

on the terrain chain's critical path: correctly specified, not yet costed or de-risked

[SRC: ADVERSARIAL_ADJUDICATION.md Docket 2].

Generated by harness/site/structure_site.py — the URL path is the repo path. review root