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Phase 5: persist generated LOD source data #691

@MichaelFisher1997

Description

@MichaelFisher1997

Goal

Persist generated LOD source data so expensive representative terrain work can be reused across sessions.

Work Items

  • Define cache keys using world seed, generator identity/version, LOD level, and region coordinates.
  • Store source LOD data on disk, not GPU meshes.
  • Add cache versioning and invalidation for data-format changes.
  • Add bounded cache loading and save paths that do not block the render thread.
  • Add corruption handling and safe regeneration fallback.

Acceptance Criteria

  • Previously generated LOD source data can be loaded after restarting the game.
  • Cache misses regenerate normally.
  • Cache format changes invalidate or migrate safely.
  • Render-thread stalls are avoided.
  • zig build test passes.

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