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procedural-gen — Claude Code skill: what it does, how to install

Generates levels and loot tables using deterministic seeded algorithms. Useful for building procedural game content reproducible from a seed.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -a claude-code
Open on GitHub

What procedural-gen does

The skill provides algorithms for generating dungeon layouts and loot tables. Determinism sits at the core. A single seed reproduces the exact world every time, which keeps bugs repeatable during debugging. Global random calls break seed reproducibility, so the workflow requires passing a dedicated seeded generator instance to each function.

Generation outputs plain data structures first, using grid arrays or dictionaries. It does not touch rendering. Translating the generated matrix into painted tiles requires engine-specific tools like Godot or Unity tilemap handlers. This separation keeps world logic independent of graphics APIs.

The skill includes flood-fill reachability checks and weighted tables for item drops. Tuning works best with a fixed seed to inspect parameter changes in isolation. Once tuned, sweeping multiple seeds reveals the true map distribution.

What it helps with

  • generate dungeon layouts with rooms and corridors
  • compute terrain heightmaps using fractal noise
  • pick item drops from weighted probability tables
  • verify room reachability and paths through flood-fill

Example prompts for the agent

  • Create a seeded dungeon generator with rooms and corridors
  • Write a fractal noise function for an island heightmap
  • Build a weighted loot drop table using a dedicated RNG instance

How to install procedural-gen

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -a claude-code

2Manually: put the files in place

~/.claude/skills/procedural-gen/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/procedural-gen/

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Similar

Questions about procedural-gen

How do I install procedural-gen in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen -a claude-code.

What does procedural-gen do?

It provides engine-neutral algorithms for deterministic dungeon generation, noise heightmaps, and weighted loot drops.

Does procedural-gen render tiles in the game engine?

No, it generates data grids without touching rendering. Painting tiles in engines like Godot or Unity requires separate tilemap tools.

Source text

SKILL.md · Apache-2.0
---
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, wave function collapse), and weighted loot/drop
  tables. Engine-neutral algorithms. Use when the user mentions procedural
  generation, perlin/simplex noise, random seed, dungeon generator, WFC,
  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 4.7 `var rng := RandomNumberGenerator.new(); rng.seed = s`
(save `rng.state` to resume a sequence mid-way); Unity 6.3
`new Unity.Mathematics.Random(seed)` (a `uint`, must be non-zero) or
`new System.Random(seed)`. Avoid `UnityEngine.Random.InitState` for generation:
it seeds the one global generator that every other script also draws from.
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 next(i for i, w in reversed(table) if w > 0)  # roll == total (float edge)

loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])
```

Weights need not sum to 100 — they are relative, and a weight of 0 never drops.
Built-ins do the same job: Python `rng.choices(items, weights)`, Godot
`rng.rand_weighted(PackedFloat32Array(weights))` (returns an index). 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. A common hidden one: `rng.choice(list(some_set))` over
  strings in Python, whose set order changes per process. Sort first.
- **Seeds that stop matching after an update.** Library RNGs promise the same
  sequence only on the same version: Python guarantees only `random()` across
  versions (not `randint`/`choice`), .NET says `System.Random` may change
  between major versions, and Godot calls its PCG32 an implementation detail.
  If shared seeds, daily challenges or seed-only saves must survive updates,
  ship your own small PRNG (PCG32, xorshift, SplitMix64) with a test that pins
  its first outputs — or save the generated result instead of the seed.
- **Flat noise at integer coordinates**: Perlin noise is 0 at every integer
  lattice point, so sampling raw `noise(x, y)` (e.g. `Mathf.PerlinNoise`) at
  whole tile coordinates returns the same value everywhere. Scale by a
  non-integer frequency (`x / width * f`); libraries with a frequency setting,
  such as FastNoiseLite, apply it for you.

## 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, wave function collapse, 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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

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