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
Use Cases
map_scatter is for situations where you need to fill a 2D world (or a 2D projection of a 3D one) with many small things-plants, props, resources, decals-while keeping control over:
- Where they can appear (rules, masks, gradients)
- How dense or sparse each category is
- How later layers react to earlier ones (avoid, blend, fill gaps)
- Performance and determinism (repeatable seeds, chunked evaluation)
Three concrete, narrative examples:
-
Open‑world survival (vegetation & resources)
You want tall trees only on gentle ground, berry bushes in semi‑open spaces not too close to trees, and scattered herbs in any remaining gaps but never inside player paths. A single layered plan: trees first (sparse sampler), bushes next (jittered grid but excluding tree placements), herbs last (fill remaining probability). Change a moisture texture or tweak a threshold and regenerate instantly with the same seed for reproducible builds. -
City builder / settlement dressing
You generate lamp posts along roads, then place decorative planters only where there is light coverage but not blocking intersections, and finally small clutter (crates, barrels) where neither lamp posts nor planters ended up. Each layer can produce an overlay mask the next one uses to stay out of the way - no manual hand-tuning after layout changes. -
Roguelike / dungeon population
First pass: safe camp markers in wide rooms (uniform sampler filtered by room size). Second: enemy spawn points in other rooms but never within a radius of a camp overlay. Third: rare loot stashes in dead-end corridors with a low probability but guaranteed minimum spacing. Reroll with a different seed for variety while keeping consistent logic.
Why it helps:
- Express intention: “only near”, “not inside”, “prefer lighter areas” instead of hard-coded placement loops.
- Iterate quickly: tweak thresholds, textures, or ordering and rerun.
- Mix distribution styles without bespoke code per asset type.
- Keep large worlds manageable: chunked evaluation avoids blowing up memory or frame time.
- Deterministic builds: same seed + same inputs = identical placements.
Examples
See the example crate for curated demos you can run locally.
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
Bevy Compatibility
map_scatter |
bevy |
|---|---|
0.2 |
0.17 |
Benchmarks
Some micro-benchmarks are included: