com um clique
procedural-geometry
Use when generating or reviewing the GEOMETRY of a game — procedural terrain, meshes, structures, and scatter. Covers noise as the substrate (Perlin/Simplex/value noise, fractal Brownian motion, domain warping), terrain generation (heightfield vs voxel/SDF, marching cubes, dual contouring, hydraulic/thermal erosion, LOD/chunking), structural generation (L-systems, shape grammars, wave function collapse / model synthesis, constraint-based layout), mesh topology correctness (watertight/manifold meshes, inverted normals, winding order, degenerate triangles/UVs, runtime mesh performance and caching), and vegetation/scatter (Poisson-disc/blue-noise placement, slope/altitude/biome masking, GPU instancing). Also use to diagnose terrain that looks like "noise lumps", structures that read as grid-aligned or obviously generated, scatter that clumps or grids, or generated meshes with black/inverted faces and broken collision. Triggers on "procedural terrain", "terrain generation", "Perlin noise", "Simplex noise", "fBm",
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