Public repository for Agent Skills
procedural-gen
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave function collapse), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, WFC, heightmap/terrain, or loot tables.
How to install procedural-gen
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/disciplines/procedural-gen/
# into
~/.claude/skills/procedural-gen/ (all projects)
.claude/skills/procedural-gen/ (one project)
1# Procedural generation23Generate levels, terrain, and loot from compact rules and a seed. The throughline4of good procgen is **determinism**: a single seed reproduces the same world, so5bugs are repeatable and players can share seeds. This skill owns the core6algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like7`roguelike` and `survival-crafting` consume it.89## When to use1011- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content12 you do not want to author by hand.13- Use when results must be **reproducible from a seed** (debugging, daily14 challenges, shareable worlds).15- Use to pick weighted random outcomes (loot rarity, spawn tables).1617**When *not* to use:** for the engine's tile API to *paint* the result, use18`godot-tilemap` or `unity-tilemap-2d`. For routing AI through the generated map,19use `game-ai`. For carefully hand-paced levels, use `level-design` — procgen and20authored design are complementary, not interchangeable.2122## Core workflow23241. **Own your randomness.** Create one seeded RNG instance and pass it25 everywhere. Never call the global/static random in generation code — it makes26 results irreproducible and order-dependent.272. **Pick the technique for the content.** Continuous terrain/heightmaps → noise.28 Discrete rooms/corridors → space partitioning or agent-based carving.29 Outcomes with rarities → weighted tables.303. **Generate into a plain data grid/array first**, decoupled from rendering.31…
Excerpt shown under the repository's Apache-2.0 license.
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