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@metanet-games/chainscape

v0.1.0

Published

Turn placed BSV blocks into a contiguous, deterministic 2-D biome map.

Downloads

163

Readme

@metanet-games/chainscape

Turn placed BSV blocks into a contiguous, deterministic 2-D biome map.

Each block becomes a parcel of terrain seeded from its block hash (via chainseed); adjacent parcels are stitched into one seamless world. The stitching guarantees that appending a new block never alters terrain already generated — the map only grows outward. Same blocks in, same world out, on any machine, with no server.

import { spiralCells, makeGrid } from "@metanet-games/chainscape";

// place blocks (height -> grid position); Ulam spiral is the built-in layout
const pos = spiralCells(cells.length);
const cellMap = new Map(cells.map((c, i) =>
  [`${pos[i][0]},${pos[i][1]}`, { ...c, gx: pos[i][0], gy: pos[i][1] }]));

const gridFor = makeGrid(cellMap, new Map());
const biomeGrid = gridFor(someCell);   // N×N grid of biome indices

Placement and terrain are separate concerns — makeGrid only reads {gx,gy,height,hash}, so you can swap the spiral for another layout.

Emits a biome-index grid; what the biomes mean (walkable, minable, spawns) is your game's job.

See SPEC.md for the model, the seam-stability guarantee, and the floating-point determinism caveat for cross-language ports.

Apache-2.0 © metanet.games