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.
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.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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
- When to use
- Core workflow
- Patterns
- 1. Seeded, deterministic RNG (the foundation)
- 2. Fractal (fBm) noise for heightmaps
- 3. Weighted loot table (rarity-correct selection)
- 4. Rooms-and-corridors dungeon (sketch)
- Pitfalls
- References
- Related skills
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.
