
Quasicrystal Toolkit
by @arc_A quasicrystal is a pattern with perfect order but no repeat
Yours in every game you make, with every update.
v1.0.0 · updated
A quasicrystal is a pattern with perfect order but no repeat: overlap a handful of waves at equal angles (5, 6 or 7 of them) and the sum never lines up the same way twice, yet everywhere it has the same rhythm and feel. Nature uses the same family: the golden-angle spiral of a sunflower head, Penrose tiles, real quasicrystal metals.
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Why it makes better games: random scatter clumps and leaves holes, grids read as fake rows, and repeating tiles get spotted in seconds. Quasicrystal order sits between them, so worlds look grown instead of placed, and timing feels alive instead of looped. What's inside (lib/qc.js, pure functions, same answer on every machine, nothing to sync): field() and warped() never-repeating maps for biomes, ground patches and fog; scatter() golden-ratio placement for trees, rocks and flowers, even but never in rows; keepClear() to hold them off paths and trunks; sunflower() golden-angle rings for stone circles and fairy rings; layoutSeed() so every dungeon floor is new but all feel like one family; beat() respawn timers that never line up, so players can't camp one clock. Plus a drop-in grove grower. Made for Age of Light.





