- planet_simulation: GRID 512×256 → 1024×512. The elevation noise is
resolution-independent (normalized coords + absolute freqs), so the
finer grid samples the SAME terrain — features keep physical size,
generation stays deterministic. Pixel-unit constants (gaussian sigma,
crater radii, peak-filter window, erosion slope) scale by GRID_W/512.
Validated: non-Sol bodies render same-world-crisper at 1024.
- Remove compute_rivers + _rivers_to_grid + the rivers/river_grid terrain
keys: rivers are the Rust cascade's job (D8 drainage, D-208), the single
source of river truth. The old heuristic didn't even reach the sea.
- render_heightmap: stop painting rivers onto the relief (cascade/Atlas
overlay computed rivers instead).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>