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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), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 3
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite…
Path: skills/disciplines/procedural-gen/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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. **Pi

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Seeded, deterministic RNG (the foundation)
  5. 2. Fractal (fBm) noise for heightmaps
  6. 3. Weighted loot table (rarity-correct selection)
  7. 4. Rooms-and-corridors dungeon (sketch)
  8. Pitfalls
  9. References
  10. Related skills
Ships with 2 files
  • references/dungeon-generation.md
  • references/noise.md
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About this skill
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), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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