4c9a074bb01658600ee4d219793beada67f70658
- 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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