Creator · gamedev-skills
Last updated · Sep 2, 2026
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 ge
Creator · gamedev-skills
Last updated · Sep 2, 2026
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 ge
Creator · gamedev-skills
Last updated · Sep 2, 2026
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 ge
Creator · gamedev-skills
Last updated · Sep 2, 2026
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 ge
Sandbox only
Install targets
Codex install prompt
Install the "procedural-gen" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/procedural-gen. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"gamedev-skills-procedural-gen","task":"Install procedural-gen","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 81/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
800 GitHub stars
Repo activity
800 stars, 62 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
Agent should check
Copy prompt
Task: Use procedural-gen in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
LLM text format
/api/skills/gamedev-skills-procedural-gen/install?format=text
Find alternatives
/api/skills/search?q=procedural-gen&limit=3
Agent prompt
Use procedural-gen for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-procedural-gen
LLM text
/api/registry/manifest/gamedev-skills-procedural-gen?format=text
Install alias
/api/registry/install/gamedev-skills-procedural-gen
Recommend
/api/registry/recommend?task=Use%20procedural-gen%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 62 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Automate repeated work
I need my agent to automate a repeated workflow across tools and files.
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Workflow fit
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
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--- 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. ---
# 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)
```python import random rng = random.Random(seed) # a dedicated instance — NOT the global random.* room_count = rng.randint(5, 12) # same seed -> same sequence, every run # RIGHT: thread `rng` through every function that makes a choice. # WRONG: calling random.randint(...) (global state) — order-dependent, unseedable. ```
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
```python # Sum several octaves: each higher octave has higher frequency, lower amplitude. 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) # noise() returns ~0..1 norm += amp # track total amplitude amp *= gain # each octave contributes less freq *= lacunarity # ...at a higher frequency return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland. 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)
```python # Roll proportional to weight: common drops far more often than legendary. def weighted_pick(rng, table): # table: list of (item, weight) total = sum(w for _, w in table) roll = rng.uniform(0, total) # a point on the cumulative line upto = 0.0 for item, w in table: upto += w if roll < upto: # first bucket the roll falls into return item return table[-1][0] # float-safety fallback
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)
```python # 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid. 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): # keep a 1-tile gap rooms.append(r) for a, b in zip(rooms, rooms[1:]): # connect each room to the next carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical ```
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.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for procedural-gen, ready for a manual X post.
A practical pick for a repeatable workflow: procedural-gen: Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid... 800 stars https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x
Listing + install path for procedural-gen: https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Listing source
This listing was indexed from public sources and is not marked official until a maintainer claim is approved.
Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
Claim this skillOwner claim
This Registry indexed listing is attributed to gamedev-skills but is not marked official yet. Claim it to add a verified owner signal and make future launch, install, and audit updates easier to trust.
Creator backlink kit
Show the canonical listing, current trust and audit signals, and real Agent-Proven evidence where developers evaluate the repository.
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Install targets
Codex install prompt
Install the "procedural-gen" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/procedural-gen. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"gamedev-skills-procedural-gen","task":"Install procedural-gen","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 81/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
800 GitHub stars
Repo activity
800 stars, 62 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
Agent should check
Copy prompt
Task: Use procedural-gen in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
LLM text format
/api/skills/gamedev-skills-procedural-gen/install?format=text
Find alternatives
/api/skills/search?q=procedural-gen&limit=3
Agent prompt
Use procedural-gen for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-procedural-gen
LLM text
/api/registry/manifest/gamedev-skills-procedural-gen?format=text
Install alias
/api/registry/install/gamedev-skills-procedural-gen
Recommend
/api/registry/recommend?task=Use%20procedural-gen%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 62 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Automate repeated work
I need my agent to automate a repeated workflow across tools and files.
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Workflow fit
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
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--- 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. ---
# 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)
```python import random rng = random.Random(seed) # a dedicated instance — NOT the global random.* room_count = rng.randint(5, 12) # same seed -> same sequence, every run # RIGHT: thread `rng` through every function that makes a choice. # WRONG: calling random.randint(...) (global state) — order-dependent, unseedable. ```
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
```python # Sum several octaves: each higher octave has higher frequency, lower amplitude. 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) # noise() returns ~0..1 norm += amp # track total amplitude amp *= gain # each octave contributes less freq *= lacunarity # ...at a higher frequency return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland. 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)
```python # Roll proportional to weight: common drops far more often than legendary. def weighted_pick(rng, table): # table: list of (item, weight) total = sum(w for _, w in table) roll = rng.uniform(0, total) # a point on the cumulative line upto = 0.0 for item, w in table: upto += w if roll < upto: # first bucket the roll falls into return item return table[-1][0] # float-safety fallback
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)
```python # 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid. 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): # keep a 1-tile gap rooms.append(r) for a, b in zip(rooms, rooms[1:]): # connect each room to the next carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical ```
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.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for procedural-gen, ready for a manual X post.
A practical pick for a repeatable workflow: procedural-gen: Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid... 800 stars https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x
Listing + install path for procedural-gen: https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
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Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
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[](https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
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24.7K StarsSandbox only
Install targets
Codex install prompt
Install the "procedural-gen" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/procedural-gen. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"gamedev-skills-procedural-gen","task":"Install procedural-gen","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 81/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
800 GitHub stars
Repo activity
800 stars, 62 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
Agent should check
Copy prompt
Task: Use procedural-gen in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
LLM text format
/api/skills/gamedev-skills-procedural-gen/install?format=text
Find alternatives
/api/skills/search?q=procedural-gen&limit=3
Agent prompt
Use procedural-gen for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/gamedev-skills-procedural-gen
LLM text
/api/registry/manifest/gamedev-skills-procedural-gen?format=text
Install alias
/api/registry/install/gamedev-skills-procedural-gen
Recommend
/api/registry/recommend?task=Use%20procedural-gen%20in%20an%20agent%20workflow&limit=3
Agent fit
Browser automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
Browser automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO800 GitHub stars
Stars/forks activity
INFO800 stars, 62 forks; issue activity unavailable in current metadata
Recent maintenance
PASS13d since push
License clarity
PASSApache-2.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Automate repeated work
I need my agent to automate a repeated workflow across tools and files.
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Workflow fit
Turn skills into distribution
A workflow for turning newly indexed skills into SEO briefs, social drafts, comparison pages, and reusable publishing workflows.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- 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. ---
# 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)
```python import random rng = random.Random(seed) # a dedicated instance — NOT the global random.* room_count = rng.randint(5, 12) # same seed -> same sequence, every run # RIGHT: thread `rng` through every function that makes a choice. # WRONG: calling random.randint(...) (global state) — order-dependent, unseedable. ```
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
```python # Sum several octaves: each higher octave has higher frequency, lower amplitude. 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) # noise() returns ~0..1 norm += amp # track total amplitude amp *= gain # each octave contributes less freq *= lacunarity # ...at a higher frequency return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland. 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)
```python # Roll proportional to weight: common drops far more often than legendary. def weighted_pick(rng, table): # table: list of (item, weight) total = sum(w for _, w in table) roll = rng.uniform(0, total) # a point on the cumulative line upto = 0.0 for item, w in table: upto += w if roll < upto: # first bucket the roll falls into return item return table[-1][0] # float-safety fallback
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)
```python # 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid. 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): # keep a 1-tile gap rooms.append(r) for a, b in zip(rooms, rooms[1:]): # connect each room to the next carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical ```
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.
Source provenance
Decision snapshot
800 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for procedural-gen, ready for a manual X post.
A practical pick for a repeatable workflow: procedural-gen: Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid... 800 stars https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x
Listing + install path for procedural-gen: https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Listing source
This listing was indexed from public sources and is not marked official until a maintainer claim is approved.
Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
Claim this skillOwner claim
This Registry indexed listing is attributed to gamedev-skills but is not marked official yet. Claim it to add a verified owner signal and make future launch, install, and audit updates easier to trust.
Creator backlink kit
Show the canonical listing, current trust and audit signals, and real Agent-Proven evidence where developers evaluate the repository.
[](https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[](https://www.openagentskill.com/skills/gamedev-skills-procedural-gen/audit)
[](https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)gamedev-skills
@gamedev-skills
Share whether this skill looks useful for your agent workflow. Aggregated feedback improves rankings over time.
Sandbox only
UI-TARS Desktop
Run multimodal agents that operate desktop interfaces
37.0K Starsn8n
Connect agents to hundreds of workflow automations
194.1K StarsMoneyPrinterTurbo
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88.5K StarsTasmota
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
24.7K StarsSandbox only
Install targets
Codex install prompt
Install the "procedural-gen" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/procedural-gen. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"gamedev-skills-procedural-gen","task":"Install procedural-gen","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills.
Scenario
Coding agents
I need a coding agent that can understand a repository, edit code, and review pull requests.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Maintenance
fresh
13d since push
Risk
Safe to try
Quality score needs review
GitHub quality
800
76/100 Quality · 81/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
800 GitHub stars
Repo activity
800 stars, 62 forks
Maintenance
13d since push
License
Apache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may read or write project files, documents, generated artifacts, or local workspace state.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
Agent should check
Copy prompt
Task: Use procedural-gen in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20procedural-gen%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install
Install command: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/gamedev-skills-procedural-gen/install
LLM text format
/api/skills/gamedev-skills-procedural-gen/install?format=text
Find alternatives
/api/skills/search?q=procedural-gen&limit=3
Agent prompt
Use procedural-gen for this task. Review https://www.openagentskill.com/api/skills/gamedev-skills-procedural-gen/install, then install with: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-genRegistry metadata
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--- 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. ---
# 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)
```python import random rng = random.Random(seed) # a dedicated instance — NOT the global random.* room_count = rng.randint(5, 12) # same seed -> same sequence, every run # RIGHT: thread `rng` through every function that makes a choice. # WRONG: calling random.randint(...) (global state) — order-dependent, unseedable. ```
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
```python # Sum several octaves: each higher octave has higher frequency, lower amplitude. 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) # noise() returns ~0..1 norm += amp # track total amplitude amp *= gain # each octave contributes less freq *= lacunarity # ...at a higher frequency return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland. 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)
```python # Roll proportional to weight: common drops far more often than legendary. def weighted_pick(rng, table): # table: list of (item, weight) total = sum(w for _, w in table) roll = rng.uniform(0, total) # a point on the cumulative line upto = 0.0 for item, w in table: upto += w if roll < upto: # first bucket the roll falls into return item return table[-1][0] # float-safety fallback
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)
```python # 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid. 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): # keep a 1-tile gap rooms.append(r) for a, b in zip(rooms, rooms[1:]): # connect each room to the next carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical ```
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.
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A practical pick for a repeatable workflow: procedural-gen: Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid... 800 stars https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x
Listing + install path for procedural-gen: https://www.openagentskill.com/skills/gamedev-skills-procedural-gen?ref=x Install: npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen
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