// 网格容量单点:流体/示踪/顶点批三内核共用同一上限——静态内存 min=max 钉死(moon.pkg memory-limits),
// 上限即每局内存水位与满网格 step 预算。改容量只动这里;JS 侧镜像在 app/game/grid-limits.ts,
// 两侧漂移由 tests/engine-wasm.test.ts canary 钉死

///|
let grid_max_nx : Int = 256

///|
let grid_max_ny : Int = 160

///|
let grid_max_cells : Int = grid_max_nx * grid_max_ny
// marching squares 常规路径最坏 3 三角/格(三固角扇形化)= 9 顶点:地形烘焙输出缓冲按此定容
//(逐格 +12 预算不变:容量临界时优雅截断,见 b_terrain_draw)

///|
let grid_terrain_verts : Int = grid_max_cells * 9