What problem does it solve? Creating outdoor ground in an ignifx game requires turning heightmaps or noise seeds into renderable, queryable terrain with level of detail, texture blending, physics collision, and foliage placement, which is complex to implement from scratch. ## Core Features & Use Cases - Terrain Generation: Load .terrain.json documents with 16-bit .r16 heightmaps or seeded noise into chunked, geomipmapped meshes with frustum culling and a splat surface shader on PBR. - Queries and Physics: Answer heightAt, normalAt, slopeAt, and raycast queries, generate HeightfieldCollider data for Havok physics, and sculpt terrain at runtime with setHeights. - Seeded Foliage Scatter: Place instanced foliage deterministically from a seed, filtered by splat layers, slope, and height bands, working identically in headless tests and on device. - Use Case: Build an island landscape for a 3D game by defining a 513-resolution noise terrain with grass, rock, and snow layers blended by slope, then attach a collider and scatter 20,000 grass instances on the grass layer. ## Quick Start Ask the AI to create a seeded noise terrain in an ignifx app with grass and rock layers, add a camera and directional light, and log the ground height at the origin.