
procedural-gen
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads procedural-gen automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
Procedural generation
Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is determinism: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
roguelike and survival-crafting consume it.
When to use
- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
- Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
- Use to pick weighted random outcomes (loot rarity, spawn tables).
When not to use: for the engine's tile API to paint the result, use
godot-tilemap or unity-tilemap-2d. For routing AI through the generated map,
use game-ai. For carefully hand-paced levels, use level-design — procgen and
authored design are complementary, not interchangeable.
Core workflow
- Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
- Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
- Generate into a plain data grid/array first, decoupled from rendering.
Generation fills
int[][]or a dict; a separate pass draws it. - Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
- Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.
Patterns
1. Seeded, deterministic RNG (the foundation)
import random
rng = random.Random(seed) # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12) # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.
Engine equivalents: Godot 4.7 var rng := RandomNumberGenerator.new(); rng.seed = s
(save rng.state to resume a sequence mid-way); Unity 6.3
new Unity.Mathematics.Random(seed) (a uint, must be non-zero) or
new System.Random(seed). Avoid UnityEngine.Random.InitState for generation:
it seeds the one global generator that every other script also draws from.
Store the seed in the save file so a world can be regenerated.
2. Fractal (fBm) noise for heightmaps
# Sum several octaves: each higher octave has higher frequency, lower amplitude.
def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):
total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
for _ in range(octaves):
total += amp * noise(x * freq, y * freq) # noise() returns ~0..1
norm += amp # track total amplitude
amp *= gain # each octave contributes less
freq *= lacunarity # ...at a higher frequency
return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.
elevation = pow(fbm(noise, nx, ny), 2.2)
Use a real noise library (FastNoiseLite, opensimplex,
Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient
noise yourself. Seed elevation and moisture with different seeds so a
biome lookup over both fields isn't perfectly correlated. Full biome lookup and
island shaping are in references/noise.md.
3. Weighted loot table (rarity-correct selection)
# Roll proportional to weight: common drops far more often than legendary.
def weighted_pick(rng, table): # table: list of (item, weight)
total = sum(w for _, w in table)
roll = rng.uniform(0, total) # a point on the cumulative line
upto = 0.0
for item, w in table:
upto += w
if roll < upto: # first bucket the roll falls into
return item
return next(i for i, w in reversed(table) if w > 0) # roll == total (float edge)
loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])
Weights need not sum to 100 — they are relative, and a weight of 0 never drops.
Built-ins do the same job: Python rng.choices(items, weights), Godot
rng.rand_weighted(PackedFloat32Array(weights)) (returns an index). To prevent
bad streaks, use a "pity"/bag system (see references/dungeon-generation.md
notes on distributions).
4. Rooms-and-corridors dungeon (sketch)
# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.
rooms = []
for _ in range(attempts):
r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)
if not any(r.intersects(o.expand(1)) for o in rooms): # keep a 1-tile gap
rooms.append(r)
for a, b in zip(rooms, rooms[1:]): # connect each room to the next
carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical
The complete generator (BSP partitioning, L-corridors, reachability check, and
random-walk caves) is in references/dungeon-generation.md.
Pitfalls
- Using the global RNG inside generation makes worlds unreproducible and breaks the moment call order changes. Always pass a seeded instance.
- Correlated noise fields: sampling elevation and moisture from the same seed/offset produces biomes that line up in bands. Offset or reseed each field.
- Octave artifacts: adding octaves without renormalizing pushes values out of
0..1; divide by the summed amplitude (and beware library output ranges — some return-1..1, some0..1). - No connectivity check: rooms or caves can end up isolated. Flood-fill from the spawn and discard/reconnect unreachable regions before play.
- Unbounded placement loops: "keep trying until N rooms fit" can spin forever on a small grid. Cap attempts and accept fewer rooms.
- Seeding once globally, then relying on frame timing: any non-deterministic
input (time, physics, hash randomization) leaking into generation destroys
reproducibility. A common hidden one:
rng.choice(list(some_set))over strings in Python, whose set order changes per process. Sort first. - Seeds that stop matching after an update. Library RNGs promise the same
sequence only on the same version: Python guarantees only
random()across versions (notrandint/choice), .NET saysSystem.Randommay change between major versions, and Godot calls its PCG32 an implementation detail. If shared seeds, daily challenges or seed-only saves must survive updates, ship your own small PRNG (PCG32, xorshift, SplitMix64) with a test that pins its first outputs — or save the generated result instead of the seed. - Flat noise at integer coordinates: Perlin noise is 0 at every integer
lattice point, so sampling raw
noise(x, y)(e.g.Mathf.PerlinNoise) at whole tile coordinates returns the same value everywhere. Scale by a non-integer frequency (x / width * f); libraries with a frequency setting, such as FastNoiseLite, apply it for you.
References
references/noise.md— octaves/lacunarity/gain, redistribution, island shaping, two-axis biome lookup, blue-noise object scatter.references/dungeon-generation.md— BSP, rooms+corridors, random-walk caves, cellular-automata smoothing, wave function collapse, connectivity validation, distribution/pity tables.
Related skills
godot-tilemap,unity-tilemap-2d— paint the generated grid into the engine.game-ai— pathfinding over the generated graph.level-design— pacing and hand-authored structure that procgen complements.roguelike,survival-crafting— genres that compose this skill.
FAQ
What does the procedural-gen skill do?
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 do I install procedural-gen?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/procedural-gen/ (personal) or .claude/skills/procedural-gen/ (project).
Which AI agents can use procedural-gen?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is procedural-gen safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains procedural-gen?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 7,494 recorded installs.
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