nightshade 0.8.0

A cross-platform data-oriented game engine.
Documentation
//! Procedural terrain generation using noise functions.
//!
//! Provides heightmap-based terrain with configurable noise algorithms:
//!
//! - [`TerrainConfig`]: Size, resolution, height scale, and noise settings
//! - [`NoiseConfig`]: Seed, frequency, octaves, and noise type
//! - [`NoiseType`]: Perlin, Simplex, Billow, or RidgedMulti
//!
//! Requires the `terrain` feature flag.
//!
//! # Basic Terrain
//!
//! ```ignore
//! let config = TerrainConfig::new(100.0, 100.0, 64, 64)
//!     .with_height_scale(10.0)
//!     .with_seed(42);
//!
//! spawn_terrain(world, config, Vec3::zeros());
//! ```
//!
//! # Terrain with Custom Material
//!
//! ```ignore
//! spawn_terrain_with_material(
//!     world,
//!     config,
//!     Vec3::zeros(),
//!     "grass_material",
//! );
//! ```
//!
//! # Noise Configuration
//!
//! Fine-tune terrain appearance with noise parameters:
//!
//! ```ignore
//! let noise = NoiseConfig {
//!     seed: 12345,
//!     noise_type: NoiseType::RidgedMulti,  // Sharp mountain ridges
//!     frequency: 0.03,                      // Lower = larger features
//!     octaves: 6,                           // More = more detail
//!     lacunarity: 2.0,                      // Frequency multiplier per octave
//!     persistence: 0.5,                     // Amplitude multiplier per octave
//! };
//!
//! let config = TerrainConfig::new(200.0, 200.0, 128, 128)
//!     .with_height_scale(30.0)
//!     .with_noise(noise)
//!     .with_uv_scale([4.0, 4.0]);  // Tile texture 4x
//! ```
//!
//! # Sampling Terrain Height
//!
//! Query the height at any world position:
//!
//! ```ignore
//! if let Some(height) = sample_terrain_height(world, terrain_entity, x, z) {
//!     // Place object on terrain
//!     let position = Vec3::new(x, height, z);
//! }
//! ```
//!
//! # Noise Types
//!
//! | Type | Description |
//! |------|-------------|
//! | `Perlin` | Classic smooth noise |
//! | `Simplex` | Faster, fewer artifacts |
//! | `Billow` | Rounded, cloud-like |
//! | `RidgedMulti` | Sharp ridges, mountain-like |
//!
//! [`TerrainConfig`]: components::TerrainConfig
//! [`NoiseConfig`]: components::NoiseConfig
//! [`NoiseType`]: components::NoiseType

pub mod commands;
pub mod components;
pub mod generation;

pub use commands::*;
pub use components::*;
pub use generation::*;