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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

install procedural-gen
# install the awesome-gamedev-agent-skills pack with the skills CLI
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)

skills/disciplines/procedural-gen/SKILL.md

Apache-2.0Full file
1# Procedural generation
2
3Generate levels, terrain, and loot from compact rules and a seed. The throughline
4of good procgen is **determinism**: a single seed reproduces the same world, so
5bugs are repeatable and players can share seeds. This skill owns the core
6algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
7`roguelike` and `survival-crafting` consume it.
8
9## When to use
10
11- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content
12 you do not want to author by hand.
13- Use when results must be **reproducible from a seed** (debugging, daily
14 challenges, shareable worlds).
15- Use to pick weighted random outcomes (loot rarity, spawn tables).
16
17**When *not* to use:** for the engine's tile API to *paint* the result, use
18`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 and
20authored design are complementary, not interchangeable.
21
22## Core workflow
23
241. **Own your randomness.** Create one seeded RNG instance and pass it
25 everywhere. Never call the global/static random in generation code — it makes
26 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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