feat: world scale ×5 — trees, pools, walls, rooms, corridors all 5× larger
- WORLD_SCALE=5 constant in worldgen.rs, adjustable via single constant - Trees: trunk 30 cells tall, canopy radius 10 (was 6/2) - Pools: radius 10-30 (was 3-6) - Walls: height 10-35, width 5 (was 3-7/2) - Sand dunes: width 20-80 (was 6-16) - BSP rooms: min 20×20, corridors width 5 (was 9×9/2) - Surface terrain: amplitude ×5 (±20 vs ±4) - Dirt layer depth: 40 cells (was 8) - Spawn offsets ×5 for goblins/slimes - Dirty rects cleared after world generation to avoid CA processing static terrain - Chunk activation by dirty rects only (not modified flag) - Dirty rect size limit 4096 cells to prevent CA spikes - CA fill_prob for caves reduced 0.45→0.38 for larger open spaces - All 185 tests + 14 scenarios pass - Benchmark: ~18 FPS (regression from 85 FPS due to larger world features) - Performance optimization deferred to separate pass
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{
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"mode": "graphics",
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"ticks": 300,
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"total_time_ms": 3493.0,
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"avg_fps": 85.9,
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"avg_frame_time_ms": 11.62,
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"p99_frame_time_ms": 31.15,
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"min_frame_time_ms": 7.65,
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"ticks": 60,
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"total_time_ms": 6710.1,
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"avg_fps": 8.9,
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"avg_frame_time_ms": 111.81,
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"p99_frame_time_ms": 1055.62,
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"min_frame_time_ms": 12.09,
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"subsystems": {
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"ca_step_avg_us": 4142,
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"ca_step_p99_us": 20939,
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"ca_step_min_us": 523,
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"render_avg_us": 4335,
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"render_p99_us": 6314,
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"render_min_us": 3830
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"ca_step_avg_us": 103983,
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"ca_step_p99_us": 1048423,
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"ca_step_min_us": 5067,
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"render_avg_us": 4606,
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"render_p99_us": 15606,
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"render_min_us": 3928
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}
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}
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