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Procedural Generation

skill-jame581-godotprompter-procedural-generation · by jame581

Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+

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Install

$ agentstack add skill-jame581-godotprompter-procedural-generation

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Procedural Generation in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

> Related skills: 2d-essentials for TileMapLayer usage, 3d-essentials for 3D terrain meshes, math-essentials for vectors and transforms, godot-optimization for chunk loading and performance.


1. Seeded Randomness

Always use seeds for reproducible generation. This enables shareable seeds, replay, and deterministic testing.

GDScript

# RandomNumberGenerator — per-instance, seedable
var rng := RandomNumberGenerator.new()

func generate_level(level_seed: int) -> void:
    rng.seed = level_seed

    var width: int = rng.randi_range(20, 40)
    var height: int = rng.randi_range(15, 30)
    var enemy_count: int = rng.randi_range(3, 8)
    var treasure_chance: float = rng.randf_range(0.05, 0.15)

# AVOID: Global randf()/randi() — not reproducible across calls
# USE: rng.randf(), rng.randi(), rng.randf_range(), rng.randi_range()

C#

private RandomNumberGenerator _rng = new();

public void GenerateLevel(ulong levelSeed)
{
    _rng.Seed = levelSeed;

    int width = _rng.RandiRange(20, 40);
    int height = _rng.RandiRange(15, 30);
    int enemyCount = _rng.RandiRange(3, 8);
    float treasureChance = _rng.RandfRange(0.05f, 0.15f);
}

> Tip: Generate a seed from a string for shareable level codes: var seed: int = "MyLevel".hash()


2. Noise-Based Generation (FastNoiseLite)

FastNoiseLite for height maps, biome distribution, 2D terrain. Key params: noise_type (Perlin / Simplex / Cellular / Value), frequency (lower = larger features), seed. For terrain, sample noise at each tile coord, threshold the value to pick a tile.

> See [references/noise-generation.md](references/noise-generation.md) for the basic noise-map recipe, noise-type reference table, and 2D terrain + TileMapLayer walkthrough.


3. BSP Dungeon Generation

Binary Space Partitioning recursively splits a rectangle into smaller rectangles, carves a room inside each leaf, connects siblings with corridors. Produces grid-aligned room-based dungeons (think roguelike).

> See [references/bsp-dungeons.md](references/bsp-dungeons.md) for the full recursive partition + room placement + corridor connection algorithm in GDScript + C#.


4. Cellular Automata (Cave Generation)

Fill a grid with random walls/floors at ~45% density, then iterate "a cell becomes a wall if ≥ 5 of 8 neighbors are walls" 4-5 times. The result is organic cave shapes — no straight corridors.

> See [references/cellular-automata.md](references/cellular-automata.md) for the full GDScript + C# implementation with TileMapLayer integration.


5. Wave Function Collapse (WFC)

WFC is a constraint solver: given a tile set with adjacency rules, pick the lowest-entropy cell, collapse it to a valid tile, propagate constraints, repeat. Produces tile-rule-respecting output but is non-trivial to implement.

> See [references/wave-function-collapse.md](references/wave-function-collapse.md) for concept overview and a simplified GDScript + C# implementation.


6. Common Pitfalls

| Symptom | Cause | Fix | |---------|-------|-----| | Same level every time | Not seeding the RNG | Set rng.seed before generation | | Different results on different platforms | Using global randf() / randi() | Use a dedicated RandomNumberGenerator instance | | Noise looks blocky | Frequency too high | Lower frequency (try 0.01–0.05) | | Caves are all wall or all floor | fill_chance too extreme or too few iterations | Use fill_chance 0.40–0.50 and 4–6 iterations | | BSP rooms overlap | Split position too close to edge | Ensure min_room_size buffer in split calculation | | WFC contradiction (no valid tile) | Adjacency rules too restrictive | Add more allowed neighbors or implement backtracking | | Generation takes too long | Processing entire map in one frame | Use await get_tree().process_frame to spread across frames, or use a thread |


7. Implementation Checklist

  • [ ] All generation uses a seedable RandomNumberGenerator, never global randf()/randi()
  • [ ] Seeds are stored with save data so levels can be reproduced
  • [ ] FastNoiseLite frequency and octaves are tuned for the game's tile/world scale
  • [ ] Large generation is spread across frames or run on a thread to avoid freezing
  • [ ] Generated TileMapLayer content uses terrain autotiling when possible (not hardcoded tile coords)
  • [ ] BSP dungeons verify all rooms are connected before finalizing
  • [ ] Cave generation runs a flood-fill to ensure reachability between key points
  • [ ] Player spawn point is validated to be on a floor tile, not inside a wall

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.