Not every visible rock needs to be a database row. Many visually dense spaces should start as authored zones: shape, seed, density, distribution rules, templates, tint rules, labels, and interaction hooks.

The server can validate the zone, reproduce deterministic generated objects, decide what is visible, and promote a generated object to durable state only when the game actually needs to track it independently.

zone definition + seed -> stable generated identities -> bounded viewport frame

This keeps the editor expressive without forcing the renderer or client to understand asteroid-belt gameplay. The browser gets draw commands and pick ids. The server keeps the meaning.