# TerrainForge Showcase
## Showcase 1: Multi-Algorithm Semantic Analysis
TerrainForge provides **13+ procedural generation algorithms** with intelligent **semantic analysis** that understands and classifies the generated terrain.
### Cellular Automata → Cave Systems

*16 regions classified as Chambers, Tunnels, Alcoves, and Crevices with 4 strategic markers*
### BSP Trees → Structured Dungeons

*Walkable zones and no-spawn areas automatically identified*
### Room Accretion → Organic Layouts

*3 organic regions with natural room-to-hall transitions*
### Maze Generation → Path Networks

*Junction analysis with connectivity graph visualization*
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## Showcase 2: Advanced Pipeline Composition
**Chain multiple algorithms** together for complex, layered terrain generation with full semantic understanding.
### BSP + Cellular → Structured Caves
```rust
// Generate structured rooms, then apply cellular automata for organic feel
let (grid, semantic) = generate_pipeline("bsp > cellular", 80, 60, seed);
```

### Rooms + Voronoi → Organic Territories
```rust
// Create rooms, then apply Voronoi for territorial boundaries
let (grid, semantic) = generate_pipeline("rooms | voronoi", 80, 60, seed);
```

### Multi-Stage Complex Pipeline
```rust
// Three-stage generation: caves → rooms → territories
let (grid, semantic) = generate_pipeline("cellular > rooms > voronoi", 80, 60, seed);
```

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## Key Features Demonstrated
✅ **13+ Generation Algorithms** - Cellular, BSP, Maze, Rooms, Voronoi, DLA, Drunkard Walk, and more
✅ **Semantic Analysis** - Automatic region classification and marker placement
✅ **PNG Visualizations** - Color-coded regions, walkable masks, connectivity graphs
✅ **Pipeline Composition** - Chain algorithms with `>` (sequential) and `|` (parallel)
✅ **Framework Agnostic** - Works with any grid source or game engine
✅ **Configurable Systems** - Algorithm-specific optimizations and parameters
*Generate these examples yourself: `cd demo && ./scripts/generate_showcase.sh`*