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.