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perf: skip idle 16×16 chunks in World::step - #4
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Paint and motion wake a chunk and its neighbors so a sparse grain still falls correctly. Native 960×600 sparse step rate went from ~1k to ~16k steps/s; dense scenes are unchanged.
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Summary
step()skips idle chunks entirely.Test plan
just verify(fmt, clippy, 14 unit tests, wasm-pack)just bench(ignored 960×600 step-rate test)