# bevy_map_scatter
[](https://github.com/morgenthum/map_scatter#license)
[](https://docs.rs/bevy_map_scatter)
[](https://crates.io/crates/bevy_map_scatter)
[](https://github.com/morgenthum/map_scatter/actions/workflows/ci.yml)
Bevy plugin for rule-based scattering with asset loading, async execution, and ECS-friendly results.

## Features
Asset-driven scattering for Bevy with async execution and ECS-friendly results:
- Asset-based authoring of scatter plans (RON): load `*.scatter` files via `AssetServer`.
- Texture integration: snapshot Bevy `Image`s to CPU textures with configurable domain mapping.
- Asynchronous execution: runs scatter jobs on `AsyncComputeTaskPool`.
- ECS-friendly: placements become entities; components can be attached for rendering, gameplay, or tooling.
- Streaming helper: manage chunked scatter around moving anchors (optional plugin).
- Diagnostics: forward core events as Bevy messages (`ScatterMessage`, `ScatterFinished`) with configurable filtering.
## Use cases
Use cases: decorative dressing, resource distribution, or any placement driven by textures and rules.
Workflow notes:
- Plans are assets and can hot-reload
- Tweak textures, thresholds, or layer order and rerun
- Deterministic seeds by default; vary them per run when needed
Examples:
1. Stylized forest: trees sparse, mushrooms where tree probability is low, grass fills gaps.
2. Town dressing: benches in plaza masks, lamp posts along roads with spacing, clutter where nothing else landed.
3. Dungeon encounters: camps in large rooms, enemies avoid camp influence, rare loot in dead ends with minimum spacing.
Integration details:
- Assets: `*.scatter` plans loaded by `AssetServer`
- ECS: placements become entities you can tag and decorate
- Async: jobs run on `AsyncComputeTaskPool`
- Determinism: same seed + plan + textures = identical placements
- Events: listen to `ScatterFinished` or `ScatterMessage` to drive gameplay or tooling
## Examples
See the [example crate](https://github.com/morgenthum/map_scatter/blob/main/crates/bevy_map_scatter_examples/README.md) for curated demos you can run locally.
## Quick start
Add the crates to a Bevy application:
```toml
# Cargo.toml
[dependencies]
bevy = "0.18"
bevy_map_scatter = "0.3"
map_scatter = "0.3"
```
Create a scatter plan in `assets/simple.scatter`:
```ron
(
layers: [
(
id: "dots",
kinds: [
(
id: "dots",
spec: (
nodes: {
"probability": Constant(
params: ConstantParams(value: 1.0),
),
},
semantics: {
"probability": Probability,
},
),
),
],
sampling: JitterGrid(
jitter: 1.0,
cell_size: 1.0,
),
selection_strategy: WeightedRandom,
),
],
)
```
Trigger a single scatter run once the asset is ready:
```rust
use bevy::prelude::*;
use bevy_map_scatter::prelude::*;
#[derive(Resource, Default)]
struct PlanHandle(Handle<ScatterPlanAsset>);
fn main() {
App::new()
.init_resource::<PlanHandle>()
.add_plugins(DefaultPlugins)
.add_plugins(MapScatterPlugin)
.add_systems(Startup, load_plan)
.add_systems(Update, trigger_request)
.add_observer(log_finished)
.run();
}
/// Loads the scatter plan asset on startup.
fn load_plan(mut handle: ResMut<PlanHandle>, assets: Res<AssetServer>) {
handle.0 = assets.load("simple.scatter");
}
/// Triggers a scatter request once the plan asset is loaded.
fn trigger_request(
mut commands: Commands,
mut once: Local<bool>,
handle: Res<PlanHandle>,
assets: Res<Assets<ScatterPlanAsset>>,
) {
// Only run once.
if *once {
return;
}
// Wait until the asset is loaded.
if assets.get(&handle.0).is_none() {
return;
}
// The domain size for scattering.
let domain = Vec2::new(10.0, 10.0);
// Create run configuration and seed for (deterministic) randomness.
let config = RunConfig::new(domain)
.with_chunk_extent(domain.x)
.with_raster_cell_size(1.0);
// Spawn an entity to track the request (attach your own components if needed).
let entity = commands.spawn_empty().id();
// Trigger the scatter run.
commands.trigger(ScatterRequest::new(entity, handle.0.clone(), config, 42));
// Mark as done.
*once = true;
}
/// Observes the `EntityEvent` when a scatter run has finished.
fn log_finished(finished: On<ScatterFinished>, mut commands: Commands) {
info!(
"Scatter run {} finished: placements={} evaluated={} rejected={}",
finished.entity,
finished.result.placements.len(),
finished.result.positions_evaluated,
finished.result.positions_rejected
);
// Clean up the entity used for the request (keep it if you need it later).
commands.entity(finished.entity).despawn();
}
```
Run the application with `cargo run`. After the scatter job completes, a summary appears in the log; continue with placement logic as needed.
## Streaming (optional)
For moving worlds or endless maps, use `MapScatterStreamingPlugin` and attach
`ScatterStreamSettings` to an anchor entity. The plugin will spawn/despawn chunks
around the anchor and emit placement entities tagged with `ScatterStreamPlacement`.
## Alternatives
- [`bevy_feronia`](https://github.com/NicoZweifel/bevy_feronia): more opinionated, art-focused scattering with built-in wind/material/LOD workflows; likely a better fit if you want an end-to-end visual pipeline rather than a low-level, data-driven scatter core.
## Compatibility
| `0.4` | `0.4` | `0.18` |
| `0.3` | `0.3` | `0.17` |
| `0.2` | `0.2` | `0.17` |