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@crustdev/synthetix

v1.0.0

Published

Deterministic procedural terrain generation, multi-octave noise, and voxel biome engine SDK by CrustDev Labs.

Readme

@crustdev/synthetix

Deterministic procedural terrain generation, multi-octave noise, and voxel biome engine SDK by CrustDev Labs.

npm version License: MIT Zero Dependencies

Official software laboratory portal: https://labs.crusts.dev


Features

  • Zero External Dependencies: Under 18 KB minified. Zero bloat. Works in Node.js, modern browsers, Web Workers, Bun, and Deno.
  • Deterministic PRNG: Fast Mulberry32 generator ensures identical terrain generation across different platforms and seeds.
  • Multi-Octave fBm Noise: 2D & 3D Improved Perlin and Simplex gradient noise with configurable octaves, persistence, and lacunarity.
  • Cellular / Voronoi Noise: Euclidean, Manhattan, and Chebyshev metrics for natural biome cells, crystal strata, and cave networks.
  • Biome Color Ramps: Built-in color palettes (Alpine, Atoll, Caldera, Boreal, Dune, Abyssal) with smooth linear interpolation.
  • 2D Heightmap Chunks: Generates normalized elevation maps, surface normals, and slope angles with central difference calculations.
  • Roblox WriteVoxels Export: Generates typed Luau table syntax ready for Roblox workspace.Terrain:WriteVoxels().

Installation

npm install @crustdev/synthetix

Or using pnpm / yarn / bun:

pnpm add @crustdev/synthetix
# or
bun add @crustdev/synthetix

Quickstart

1. Basic Terrain Generation

import { TerrainEngine, BiomeRamp } from "@crustdev/synthetix";

// Initialize engine with seed and biome
const engine = new TerrainEngine({
  seed: 482917,
  octaves: 4,
  persistence: 0.52,
  lacunarity: 2.0,
  biome: BiomeRamp.Caldera,
});

// Sample elevation at continuous world coordinates
const elevation = engine.sampleElevation(12.5, 45.2);
console.log("Elevation:", elevation); // [0.0, 1.0]

2. Generate Heightmap Chunks for WebGL / Canvas

// Generate a 64x64 grid chunk
const chunk = engine.generateChunk({
  chunkX: 0,
  chunkZ: 0,
  resolution: 64,
  worldScale: 120,
});

console.log("Vertices:", chunk.data.vertexCount); // 4096
console.log("Compute time:", chunk.data.computeTimeMs, "ms");

// Export to raw RGBA Uint8ClampedArray for Canvas ImageData or WebGL textures
const rgbaBuffer = chunk.toRgbaBuffer(BiomeRamp.Alpine);

3. Generate 3D Voxel Regions for Roblox Studio

const voxels = engine.generateVoxelRegion({
  sizeX: 16,
  sizeY: 16,
  sizeZ: 16,
  scale: 24,
});

// Outputs typed Luau code for Roblox
const luauCode = voxels.toRobloxTerrainTable();
console.log(luauCode);

Architecture Overview

| Module | Export | Description | |---|---|---| | TerrainEngine | Class | High-level orchestrator for procedural generation | | BiomeRamp | Class | Color gradient mapping with built-in presets | | HeightmapChunk | Class | 2D terrain slices with surface normals and slope | | VoxelRegion | Class | 3D voxel density sampling with Roblox export | | NoiseGenerator | Class | Perlin 2D/3D & multi-octave fBm calculations | | CellularNoise | Class | Voronoi / Worley noise for biomes & crystals | | PRNG | Class | Deterministic 32-bit pseudo-random generator |


License

MIT (c) 2026 CrustDev Labs (Jumarr). Built by creators, owned together.