# Procedural Gen

Generate game content procedurally, seeded deterministic RNG, value/Perlin/ Simplex...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Engineering
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

1. **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.
2. **Pick the technique for the content.** Continuous terrain/heightmaps → noise.
   Discrete rooms/corridors → space partitioning or agent-based carving.
   Outcomes with rarities → weighted tables.
3. **Generate into a plain data grid/array first**, decoupled from rendering.
   Generation fills `int[][]` or a dict; a separate pass draws it.
4. **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.
5. **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)

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/disciplines/procedural-gen/SKILL.md
