{"repo":"morgenthum/map_scatter","free":true,"listed":false,"github":"https://github.com/morgenthum/map_scatter","clone":"git clone https://github.com/morgenthum/map_scatter.git","description":"Rule-based object scattering with field-graph evaluation and flexible sampling strategies.","language":"Rust","stars":32,"topics":["2d","3d","bevy","game-development","gamedev","open-source","rust"],"license":"Apache-2.0","category":"game-templates","readme_excerpt":"map scatter Rule‑based object scattering for games and tools with clear rules, multiple distribution styles, and reproducible results. Use it to populate worlds with trees, rocks, props, resources, and decals. What is this? This repository is a Rust workspace with: - Core library: map scatter - fast, composable engine for rules, sampling, and layering. - Bevy plugin: bevy map scatter - Bevy 0.19 integration (Assets, ECS, async). - Examples: map scatter examples and bevy map scatter examples . Where to start - Building your own engine/tools? Start with the core crate: crates/map scatter . - Using Bevy? Start with the plugin: crates/bevy map scatter . The current bevy map scatter 0.5 line targets Bevy 0.19. The crate READMEs include: - Practical use cases - A short \"how it works\" (fields = sampling = layering) - Quick Start and links to runnable examples For architecture details, see crates/map scatter/ARCHITECTURE.md . Why use it - Data‑driven placement instead of bespoke loops - Mix distribution styles (blue‑noise, grids, clustered, low‑discrepancy) - Deterministic, chunked evaluation for performance and reproducibility License This project is dual-licensed under either: - MIT License or - Apache License, Version 2.0","default_branch":null,"files":null,"tree":[],"storefront":"/r/morgenthum","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/morgenthum/map_scatter/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}