ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill procedural-gen --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/procedural-genContext preview
The summary Claude sees to decide when to auto-load this skill.
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
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.
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.
you do not want to author by hand.
challenges, shareable worlds).
**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.
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.
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.
# 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`.
# 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).
# 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 verticalThe complete generator (BSP partitioning, L-corridors, reachability check, and random-walk caves) is in `references/dungeon-generation.md`.
breaks the moment call order changes. Always pass a seeded instance.
seed/offset produces biomes that line up in bands. Offset or reseed each field.
`0..1`; divide by the summed amplitude (and beware library out
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