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World generation — heightmaps, climate, rivers, roads, settlements, history.
Generates a complete world map from noise-based terrain through climate simulation, river carving, settlement placement, and procedural history.
Structs§
- Biome
Classifier - Whittaker biome diagram: classifies (temperature × moisture) → BiomeId.
- BiomeId
- Opaque biome identifier.
- Biome
Params - Parameters describing a biome.
- Climate
Simulator - Simulates temperature and moisture based on latitude, elevation, and ocean proximity.
- Heightmap
World - Generates terrain using multi-octave Perlin noise with domain warping and a continent falloff mask.
- History
Event - A single historical event.
- Name
Generator - Markov-chain (order 2) name generator trained on culture syllable lists.
- River
System - Generates rivers by flowing downhill from high-elevation sources.
- Road
Network - Connects settlements with A* paths that prefer flat terrain.
- Settlement
- A settlement on the world map.
- Settlement
Placer - Places settlements on flat, fertile land.
- World
Builder - Convenience builder that orchestrates all world-generation steps.
- World
Cell - A single cell on the world map.
- World
History - Generates world history as a sequence of events.
- World
Map - The complete world map.
Enums§
- Culture
- Culture for name generation.
- Event
Kind - Kind of historical event.
- Settlement
Kind - Settlement size/kind.