Builtin Library
README.md
procgen.spawn
Stands a saved .procGraph in the scene as a live generator, in one call: an
entity carrying a Generator component bound to the graph. The generator cooks
the graph on its own runner and stands what its io.output calls show, and it
cooks again whenever its params change, so the graph stays live while you
iterate on it with procgen.adjust. procgen.apply swaps it for the asset it
makes once it is done.
graphnames the.procGraphasset, by its VFS path or its name. A graph held only in memory has no asset for a generator to play, so it is refused.nameis the entity's name (default: the graph's identity, such asscratch.Box).positionis a{ x, y, z }world position.outputnames a declared output; the generator then plays the part of the graph that output depends on (default: the whole graph).paramsare the first overrides of the graph's inputs, by name.
The cook runs after the call returns, so children counts what stood under the
entity when it answered, which is 0 for a graph still cooking.
procgen.generators and procgen.cooks show the cook's progress.
tools.use("procgen", "spawn", { graph = "/source/scratch/Box.procGraph", name = "Box", position = { 0, 0, 0 } })
Part of procgen.toolbox, called as tools.use("procgen", "spawn", ...) (zero procgen spawn in the engine shell). Returns { entity, name, graph, children }: the new entity's id, its name, the graph's identity and its
child count.