terrain-forge 0.3.1

A modular procedural generation engine for terrain, dungeons, and maps
Documentation

TerrainForge

A modular procedural generation engine for terrain, dungeons, and maps in Rust.

🎯 Now with Semantic Layers in v0.3.0!

Features

  • 🎯 Semantic Layers: Game-agnostic metadata for entity spawning and region analysis
  • 14 Generation Algorithms: BSP, Cellular Automata, DLA, Drunkard Walk, Maze, Rooms, Voronoi, WFC, Percolation, Diamond Square, Fractal, Agent-based, Glass Seam, Room Accretion
  • 🔗 Advanced Connectivity: Region-aware connectors with spanning tree analysis
  • 🎨 Enhanced Demo Framework: Semantic visualization with color-coded markers
  • Noise Generation: Perlin, Simplex, Value, Worley with FBM, Ridged, and modifiers
  • Effects: Morphology, spatial analysis, filters, connectivity
  • Composition: Pipeline chaining and layered generation
  • Prefab System: Rotatable prefabs with 90°/180°/270° variants
  • Deterministic: Seeded RNG for reproducible results
  • Generic: Works with custom cell types via traits

Quick Start

use terrain_forge::{Grid, Tile, algorithms, Algorithm, Rng, SemanticExtractor};

fn main() {
    let mut grid = Grid::new(80, 60);
    
    let algo = algorithms::get("bsp").unwrap();
    algo.generate(&mut grid, 12345);
    
    println!("Generated {} floor tiles", grid.count(|t| t.is_floor()));
}

NEW: Semantic Generation

use terrain_forge::{SemanticExtractor, Rng};
use terrain_forge::algorithms::Bsp;

fn main() {
    let mut grid = Grid::new(80, 60);
    let mut rng = Rng::new(12345);
    let algo = Bsp::default();
    
    // Generate terrain
    algo.generate(&mut grid, 12345);
    
    // Extract semantic layers
    let semantic = SemanticExtractor::for_rooms().extract(&grid, &mut rng);
    
    println!("Generated {} markers", semantic.markers.len());
    println!("Found {} room centers", semantic.masks.room_centers.len());
    
    // Access entity spawn points
    for (x, y, marker) in &semantic.markers {
        println!("Marker {:?} at ({}, {})", marker, x, y);
    }
}

Installation

[dependencies]
terrain-forge = "0.3"

Algorithms

Algorithm Description Semantic Support
bsp Binary Space Partitioning - structured rooms for_rooms()
cellular Cellular Automata - organic caves for_caves()
drunkard Drunkard's Walk - winding corridors default()
maze Perfect maze generation for_mazes()
rooms Simple rectangular rooms for_rooms()
voronoi Voronoi-based regions default()
dla Diffusion-Limited Aggregation default()
wfc Wave Function Collapse default()
percolation Connected cluster generation default()
diamond_square Heightmap terrain default()
fractal Fractal terrain default()
agent Multi-agent carving default()
glass_seam Region connector default()
room_accretion NEW: Brogue-style organic dungeons for_rooms()

Note: All algorithms support semantic analysis through SemanticExtractor. Algorithm-specific extractors (for_caves(), for_rooms(), for_mazes()) provide optimized analysis, while default() works with any terrain type.

Usage

Registry API

use terrain_forge::{Grid, algorithms};

let mut grid = Grid::new(80, 60);

// Get by name
let algo = algorithms::get("cellular").unwrap();
algo.generate(&mut grid, 42);

// List all
for name in algorithms::list() {
    println!("{}", name);
}

Direct Instantiation

use terrain_forge::{Grid, Algorithm};
use terrain_forge::algorithms::{Bsp, BspConfig};

let config = BspConfig {
    min_room_size: 6,
    max_room_size: 15,
    min_depth: 3,
    max_depth: 5,
};

let mut grid = Grid::new(80, 60);
Bsp::new(config).generate(&mut grid, 12345);

Noise

use terrain_forge::noise::{Perlin, Fbm};

let noise = Perlin::new(42);
let value = noise.get(10.5, 20.3);  // -1.0 to 1.0

let fbm = Fbm::new(noise, 4, 2.0, 0.5);
let layered = fbm.get(10.5, 20.3);

Semantic Layers

Generate game-agnostic metadata for entity spawning and region analysis:

use terrain_forge::{SemanticExtractor, Rng};
use terrain_forge::algorithms::{Bsp, CellularAutomata, Maze};

// Different algorithms provide different semantic insights
let mut grid = Grid::new(80, 60);
let mut rng = Rng::new(12345);

// Cave system analysis
let cellular = CellularAutomata::default();
cellular.generate(&mut grid, 12345);
let semantic = SemanticExtractor::for_caves().extract(&grid, &mut rng);

// Maze structure analysis  
let maze = Maze::default();
maze.generate(&mut grid, 12345);
let semantic = SemanticExtractor::for_mazes().extract(&grid, &mut rng);

// Entity spawning works the same across all algorithms
for (x, y, marker) in &semantic.markers {
    match marker.tag.as_str() {
        "PlayerStart" => spawn_player(x, y),
        "Exit" => place_exit(x, y),
        "Treasure" => place_loot(x, y),
        _ => {}
    }
}

// Algorithm-specific region analysis
match semantic.regions.first().map(|r| r.kind.as_str()) {
    Some("Chamber") => println!("Cave chamber detected"),
    Some("Junction") => println!("Maze junction detected"), 
    Some("Room") => println!("Rectangular room detected"),
    _ => {}
}

Constraints

use terrain_forge::constraints;

let connectivity = constraints::validate_connectivity(&grid);
let density = constraints::validate_density(&grid);
let border_ok = constraints::validate_border(&grid);

Custom Cell Types

use terrain_forge::{Grid, Cell};

#[derive(Clone, Default)]
struct MyCell {
    terrain: u8,
}

impl Cell for MyCell {
    fn is_passable(&self) -> bool {
        self.terrain != 0
    }
}

let grid = Grid::<MyCell>::new(50, 50);

CLI Tool

The demo framework provides visualization and testing:

cd demo

# Generate single algorithm
cargo run -- gen bsp -s 12345 -o output.png

# NEW: Generate with semantic layers
cargo run -- gen cellular --semantic --text --png -s 12345
cargo run -- gen maze --semantic --text --png -s 12345  
cargo run -- gen rooms --semantic --text --png -s 12345

# NEW: Room accretion (Brogue-style)
cargo run -- gen room_accretion --semantic -s 12345

# Pipeline composition
cargo run -- gen "bsp > cellular" -s 42

# Layer composition  
cargo run -- gen "bsp | drunkard" -s 99

# Run config file
cargo run -- run configs/saltglass_overworld.json

# NEW: Semantic configuration files
cargo run -- run configs/semantic_bsp.json
cargo run -- run configs/semantic_large_rooms.json
cargo run -- run configs/semantic_organic.json

# Compare algorithms
cargo run -- compare bsp cellular maze -s 12345

# List available algorithms
cargo run -- list

What's New

v0.3.0 - Semantic Layers

  • 🎯 Semantic Layers: Game-agnostic metadata system for entity spawning and region analysis
  • 🏗️ Room Accretion Algorithm: Enhanced with semantic support for diverse marker types
  • 🎨 Enhanced Demo Framework: Semantic visualization with color-coded markers and PNG output
  • 🔗 Connectivity Analysis: Advanced region connectivity with spanning tree generation
  • 📊 Spatial Analysis: Automated detection of rooms, corridors, junctions, and chokepoints

v0.2.0 - Advanced Features

  • Room Accretion Algorithm: Brogue-style organic dungeon generation with sliding room placement
  • Advanced Connectivity: connect_regions_spanning() with loop control for better dungeon flow
  • Prefab Rotation: 90°/180°/270° rotation support for prefabs
  • Public Region Analysis: label_regions() for custom connectivity logic

Documentation

See docs/API.md for full API reference. See docs/ROGUELIKE_GENERATION_ANALYSIS.md for advanced techniques.

License

MIT