Razorbill
Components

World Components

TerrainComponent

Procedural terrain generation with heightmap-based landscapes and cave systems. Creates mesh geometry, collision, and biome-based texturing.

PropertyTypeDefaultDescription
archetypeEnumwildernessGeneration algorithm: wilderness (heightmap terrain) or cave (cellular automata + marching cubes)
paramsNested(see below)Generation parameters
scatter_rulesArray[]Rules for scattering objects (trees, rocks, etc.)
heightmap_asset_guidString""Pre-generated heightmap asset GUID
terrain_mesh_guidString""Generated terrain mesh GUID
biomeString"forest"Biome type for texturing
splatmap_guidString""Generated splatmap GUID

Generation Parameters

ParameterDefaultDescription
width200Terrain width in world units
depth200Terrain depth in world units
resolution256Heightmap vertices per side (2-512)
height_scale20Maximum height displacement
roughness0.5Noise roughness factor
octaves6Number of noise octaves for detail
seed0Random seed (0 = random)
room_height5Room height for caves
wall_thickness2Cave wall thickness

Available Biomes

BiomeBest For
forestTemperate woodland terrain
alpineMountain/high-altitude terrain
desertArid sandy terrain
stone_caveNatural stone cave system
crystal_caveFantasy cave with crystal formations
lava_caveVolcanic cave with lava flows

Example: Create Terrain

{
  "op": "CreateTerrain",
  "params": {
    "entity_name": "MainTerrain",
    "archetype": "wilderness",
    "biome": "forest",
    "width": 200,
    "depth": 200,
    "height_scale": 25,
    "resolution": 256,
    "seed": 42
  }
}

Example: Create Cave

{
  "op": "CreateTerrain",
  "params": {
    "entity_name": "DungeonCave",
    "archetype": "cave",
    "biome": "stone_cave",
    "cave_style": "spacious",
    "width": 100,
    "depth": 100,
    "room_height": 8,
    "seed": 123
  }
}

Multi-Chunk Worlds

Use the CreateWorld operation for large seamless worlds with multiple terrain chunks and biome blending:

{
  "op": "CreateWorld",
  "params": {
    "chunks_x": 4,
    "chunks_z": 4,
    "world_width": 800,
    "world_depth": 800,
    "biomes": ["forest", "alpine", "desert"],
    "water_level": 1.0,
    "seed": 42
  }
}

This creates a 4x4 grid of terrain chunks with Voronoi-based biome distribution and optional water planes.

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