// STAGE 4: GAME CONSUMER
TERRAIN STAGE 4 PREVIEW
A first game-facing chunk walker that consumes the Stage 3 runtime contract. Terrain height, material, movement, placement, and active chunk windows are queried from world coordinates instead of painted as a debug map.
WHAT THIS PROVES
Camera scale, marker movement, terrain collision height, material reads, chunk-window rebuilds, and prop placement now use the same runtime API a game system would consume.
Remaining work is richer prop assets, proper pathfinding, road/water overlay geometry, and replacing diagnostic movement buttons with game input.