terrain-forge-api

Community

Terrain generation API reference for Rust

AuthorEliasVahlberg
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Provides a concise, practical API reference for the terrain-forge crate to reduce friction when implementing tile-based and procedural terrain generation, composing multi-step generators, and ensuring deterministic seeded outputs across the generation pipeline.

Core Features & Use Cases

  • Core type summaries for Tile, Cell, Grid, and Rng to standardize map and cell interactions.
  • Algorithm registry and direct instantiation guidance for algorithms like BSP, cellular automata, drunkard walk, WFC, and region connectors.
  • Composition patterns including sequential pipelines, layered generators, and ops pipelines for combining algorithms and effects.
  • Utilities for noise sampling, spatial analysis, graph and Delaunay analysis, prefab libraries and serialization, constraint validation, and deterministic seeding.
  • Practical use case: assemble a seeded pipeline that creates rooms via BSP, refines them with cellular automata, places prefabs, validates connectivity, and extracts semantic markers for game placement.

Quick Start

Ask for step-by-step API guidance to compose a seeded pipeline that generates a dungeon with rooms, applies erosion, and inserts prefab treasure rooms.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: terrain-forge-api
Download link: https://github.com/EliasVahlberg/saltglass-steppe/archive/main.zip#terrain-forge-api

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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