| name | procedural-gen |
| description | 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.
|
| license | Apache-2.0 |
| compatibility | Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise). |
| metadata | {"engine":"none","category":"disciplines","difficulty":"advanced"} |
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)
room_count = rng.randint(5, 12)
Engine equivalents: Godot var rng = RandomNumberGenerator.new(); rng.seed = s;
Unity var rng = new System.Random(seed) (or UnityEngine.Random.InitState).
Store the seed in the save file so a world can be regenerated.
2. Fractal (fBm) noise for heightmaps
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)
norm += amp
amp *= gain
freq *= lacunarity
return total / norm
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)
def weighted_pick(rng, table):
total = sum(w for _, w in table)
roll = rng.uniform(0, total)
upto = 0.0
for item, w in table:
upto += w
if roll < upto:
return item
return table[-1][0]
loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])
Weights need not sum to 100 — they are relative. To prevent bad streaks, use a
"pity"/bag system (see references/dungeon-generation.md notes on distributions).
4. Rooms-and-corridors dungeon (sketch)
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):
rooms.append(r)
for a, b in zip(rooms, rooms[1:]):
carve_l_corridor(grid, a.center, b.center, rng)
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, some 0..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.
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, 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.