map_scatter
Rule-based object scattering library with field-graph evaluation and sampling.

Overview
map_scatter is a fast, composable scattering library for games and tools. You define:
- Scalar fields as a directed acyclic graph (DAG), including textures and distance-field utilities.
- Candidate positions via a selection of samplers (Poisson disk, jittered grid, Halton, best-candidate, clustered, and more).
- A multi-layer plan describing which “kinds” can be placed, their probabilities, and gating rules.
At runtime, map_scatter evaluates the field graph over chunked grids with caching, selects valid placements according to your strategy, and optionally produces overlay textures for downstream layers.
Highlights
- Field graph authoring and compilation into an efficient program
- Chunked evaluation with raster caching for speed
- Multiple sampling strategies for candidate generation
- Per-layer selection strategies (weighted random, highest probability)
- Optional overlay generation to feed subsequent layers
- Event stream for inspection, logging, and tooling
Architecture
For a high-level architecture overview, see ARCHITECTURE.md.
Status
This crate is actively developed. The core APIs are designed to be practical and composable for real projects. Feedback and contributions are welcome.
Quick Start
Add the dependency:
[]
= "0.2"
= "0.9"
= { = "0.30", = ["mint"] }
= "0.5"
Hello, scatter:
use Vec2;
use ;
use *;
Observing events:
use ;
use *;
Performance Notes
- Chunked evaluation: Keeps working sets small and cache-friendly.
- Raster cell size and chunk extent control performance/quality trade-offs.
- Field programs are cached and reused per (Kind, Chunk).
- Overlays are generated only when configured on the layer.
API Tips
- Bring common types into scope with:
use *; - Start simple: one kind with a constant Probability field, then introduce gates/overlays.
- Tune
RunConfig:chunk_extent: larger chunks reduce overhead but can increase evaluation costraster_cell_size: smaller cells improve accuracy at higher costgrid_halo: extra cells for filters/EDT at chunk borders
- Overlays: bridge layers by enabling
with_overlay, then refer to the registered texturemask_<layer_id>in subsequent field graphs.
Compatibility
- 2D domains (Vec2 positions); usable for 3D by feeding height/slope textures and augmenting the 2D placement with a height component in your engine
- No engine lock-in; pair with your renderer/tooling of choice
- Integrates well with
tracingfor diagnostics - Use
randRNGs; examples commonly useStdRng
Benchmarks
Some micro-benchmarks are included:
Roadmap
- Additional field nodes and utilities
- Advanced distance-field ops and compositors
- More sampling controls and distributions
- Higher-level authoring ergonomics
Contributions and ideas are welcome—please open issues or PRs.
License
map_scatter is dual-licensed under either:
- MIT License (LICENSE-MIT)
- Apache License, Version 2.0 (LICENSE-APACHE)
at your option.
Links
- Documentation: https://docs.rs/map_scatter
- Crate: https://crates.io/crates/map_scatter
- Repository: https://github.com/morgenthum/map_scatter