OptionalchunkOptionalloadHow many chunks in each direction around the camera to keep loaded. Default 4.
OptionalgeometryPassed through to each chunk's terrain geometry builder.
OptionalroadIf provided, roads are rendered with this material.
OptionalliquidPer-liquid-type material sets, keyed by LiquidTypeDescriptor.id. Each entry controls which mesh layers are rendered for that liquid type. Omit entries for liquid types that should not be rendered.
OptionalliquidLiquid type descriptors that define per-type geometry overrides. Defaults to DEFAULT_LIQUID_DESCRIPTORS (water, lava, acid). Must include an entry for every key present in liquidMaterials.
OptionalwaterPassed through to the water geometry builder as baseline options.
OptionalhashHash grid for deterministic scatter placement. Required when scatterDefinitions is provided.
OptionalscatterOne definition per scatter layer. Each definition declares its own layerIndex.
OptionalfogIf provided, fog-of-war uniforms are set on all shader materials.
OptionalflowWiden river channels (water AND carved stream bed, in lockstep) with
accumulated flow from computeRiverFlow — tributaries joining a river
make it visibly wider downstream. Default true; set false for the
fixed-width channels of earlier versions.
OptionalterrainTerrain type definitions controlling vertex colors, road colors, and water geometry. Defaults to the built-in six types. Pass a merged or custom array to extend terrain.
OptionalworkerFactory for a chunk-build worker. When provided, terrain/road geometry for
newly streamed-in chunks is built off the main thread (liquids, scatter,
and dirty-chunk rebuilds stay synchronous). Pass
createDefaultChunkWorker for the library's bundled worker, or your own
factory (e.g. a pre-created worker pool member). The manager owns workers
it creates and terminates them on dispose().
Cells per chunk side. Default 32.