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godot-procedural-generation

godot-procedural-generation

github.com/thedivergentaiDevelopment909463 installsUpdated 2w ago
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About godot-procedural-generation

A procedural-generation skill for Godot developers, with scripts and guidance spanning seeded randomness, asynchronous chunks, maps, terrain, and vegetation. It emphasizes thread safety, performance limits, and handling saved state and navigation after generation.

Key features

  1. 01Seeded, reproducible generation
  2. 02Background chunk-data generation
  3. 03Path, room, and cave algorithms
  4. 04Noise terrain and biome generation
  5. 05Constraint tiles and graph layouts
  6. 063D meshes and plant generation

Use cases

  1. 01Build reproducible roguelike maps
  2. 02Generate open-world terrain chunks asynchronously
  3. 03Place trees, rocks, or enemies
  4. 04Create 3D terrain from room graphs

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-procedural-generation

After installing, type/godot-procedural-generationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
algorithm-recipes.md
migration-notes.md
scripts/
bsp_tree_rooms.gd
cellular_automata_dungeon.gd
drunknard_walk_path.gd
dungeon_generator.gd
fast_noise_noise2d_master.gd
l_system_tree_gen.gd
marching_squares_metaballs.gd
mesh_gen_infinite_terrain.gd
multi_threaded_chunk_gen.gd
poisson_disk_sampling_2d.gd
proc_gen_graph_layout.gd
proc_gen_marching_cubes_base.gd
proc_gen_seed_history.gd
wave_function_collapse_lite.gd
wfc_level_generator.gd

Details

From the project README

Procedural Generation

Seeded algorithms, noise functions, and constraint propagation define replayable content generation. Do not paste inline algorithm tutorials — load the MANDATORY scripts below.

NEVER Do in Procedural Generation

  • NEVER generate chunks on the Main Thread — Proc-gen is CPU intensive and causes frame-rate spikes. Use WorkerThreadPool or a background Thread to keep the UI responsive.
  • NEVER query FastNoiseLite every frame — Sampling noise per frame (especially in _process) is a massive waste. Generate your map into an Image or Array once and sample from memory [NoiseSampling].
  • NEVER use randi() for reproducible seeds — Always store and reuse a specific seed within your random number generator (RandomNumberGenerator.new()) to ensure consistent world generation.
  • NEVER use pure randomness for object placement — Pure random (white noise) causes clumping and overlapping. Use Poisson Disk Sampling or Jittered Grids for natural-looking distributions.
  • NEVER forget to bound your loops — Procedural loops (like WFC or Cellular Automata) can easily enter infinite states if constraints are impossible. Always include a max_iterations safety break.
  • NEVER instantiate nodes directly from proc-gen threads — You cannot touch the SceneTree from a worker thread. Generate the data in the thread, then notify the Main Thread to handle add_child().
  • NEVER use complex WFC for simple layouts — Wave Function Collapse is powerful but overkill for simple paths. Use Drunkard's Walk or BSP for lightweight structured layouts.
  • NEVER rely on TileMap.set_cell() for large-scale updates — Updating 10,000 cells individually is slow. Prepare a TileMapPattern and use set_pattern() or set_cells_terrain_connect() for batch updates.
  • NEVER forget to bake Navigation at the end — Procedurally generated worlds need their navmeshes rebaked at runtime or the AI will walk into walls.
  • NEVER ignore data serialization — If you generate a world, you must be able to save the seed and any player modifications. Don't try to save the entire raw chunk state if avoidable.

Golden Path (MANDATORY)

Every generator starts here — seed isolation, async data, main-thread commit:

  1. Seed & RNG — MANDATORY proc_gen_seed_history.gd: one RandomNumberGenerator per level/chunk; persist seed + state for shareable runs.
  2. Async chunks — MANDATORY multi_threaded_chunk_gen.gd: WorkerThreadPool.add_task → compute data off-thread → call_deferred("_finalize_chunk") for SceneTree/node work.
  3. Validate → bake nav — after tiles/meshes land on the main thread, rebake NavigationRegion (see godot-navigation-pathfinding).
var rng := RandomNumberGenerator.new()

func begin_generation(run_seed: int) -> void:
    rng.seed = run_seed
    WorkerThreadPool.add_task(_build_data.bind(run_seed))

func _build_data(seed: int) -> Dictionary:
    var local_rng := RandomNumberGenerator.new()
    local_rng.seed = seed
    var noise := FastNoiseLite.new()
    noise.seed = seed
    return {"heights": noise.get_image(64, 64)}

func _ready() -> void:
    # Worker returns here — safe for nodes
    pass

func _finalize_from_worker(data: Dictionary) -> void:
    # add_child / set_pattern / create_trimesh_collision — main thread only
    pass

Do NOT Load the full scripts/ folder. Open only the script that matches your algorithm row below.

Algorithm Decision Tree

Layout / content needAlgorithmScript (MANDATORY when chosen)
Winding tunnels, rivers, simple pathsDrunkard's WalkMANDATORY drunknard_walk_path.gd
Structured rooms + hallwaysBSPMANDATORY bsp_tree_rooms.gd
Organic caves / smooth terrainCellular Automata (4/5)MANDATORY cellular_automata_dungeon.gd
Heightmaps, biomes, infinite terrainFastNoiseLite → ImageMANDATORY fast_noise_noise2d_master.gd
Trees, rocks, spawns (no clumping)Poisson DiskMANDATORY poisson_disk_sampling_2d.gd
Tile adjacency / city blocksWave Function CollapseMANDATORY wave_function_collapse_lite.gd (lite) or wfc_level_generator.gd (full rules)
Room graph before geometryAStar graph layoutMANDATORY proc_gen_graph_layout.gd
3D voxel / smooth terrain meshMarching Cubes baseMANDATORY proc_gen_marching_cubes_base.gd
Infinite chunked 3D terrainArrayMesh + LOD chunksMANDATORY mesh_gen_infinite_terrain.gd
Plants / branching structuresL-SystemMANDATORY l_system_tree_gen.gd
Contour / metaball maps (2D)Marching SquaresMANDATORY marching_squares_metaballs.gd

Routing hints: Simple path → drunkard; rectangular rooms → BSP; constraint tiles → WFC lite; open-world chunks → noise + multi_threaded_chunk_gen.gd. For roguelike run orchestration, hand off to godot-genre-roguelike.

Available Scripts

Core (always start here)
2D layout & placement
Noise & 3D

Expert Procedural Patterns

1. 3D Terrain via ArrayMesh (Marching Cubes)

For voxel-like or smooth organic terrain, use ArrayMesh to generate geometry from code.

  • Logic: Calculate vertices, normals, and indices in a worker thread.
  • Commit: Use add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) to create the mesh.
  • Performance: Use create_trimesh_collision() only for the current chunk to keep physics updates fast.
2. Graph-Based Dungeon Logic

Don't generate your dungeon geometry first. Build a logical graph using AStar2D.

  • Vertices: Represent "Rooms".
  • Edges: Represent "Hallways" or "Doors".
  • Benefit: You can easily run validation (is every room reachable?) before spawning a single mesh.

Deep dive (load on demand)

Drunkard walk, noise biomes, BSP, loot tables, WFC loops — references/algorithm-recipes.md.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • FastNoiseLite — seed, frequency, noise type, and get_image()/get_noise_2d() for heightmaps and biome masks.
  • Random number generation — why per-generator RandomNumberGenerator seeds beat global randi() for shareable runs.
  • RandomNumberGenerator — seed/state APIs for deterministic sequences and undoable RNG history.
  • Using multiple threads — offload chunk/WFC work without freezing the main loop.
  • Thread-safe APIs — which Godot APIs workers may call; SceneTree/node creation stays on the main thread.
  • WorkerThreadPool — add_task + call_deferred finalize pattern for async chunk generation.
  • Using ArrayMesh — commit vertex/normal/index arrays for marching-cubes and infinite terrain meshes.
  • Using SurfaceTool — incremental vertex building and normal generation for runtime planes.
  • Using TileMaps — TileMapLayer/pattern batch writes after BSP, CA, WFC, or drunkard-walk grids.
  • Using GridMaps — modular 3D cell placement backend for dungeon/terrain generators.
  • Navigation introduction (3D) — rebake NavigationRegion meshes after procedural geometry lands.
  • AStar2D — room/hallway graph validation before spawning tiles or meshes.
Related Skills
Prerequisites
  • godot-project-foundations — scenes, resources, and import basics before generators emit TileMaps, GridMaps, or ArrayMeshes.
  • godot-gdscript-mastery — typed arrays, call_deferred, and WorkerThreadPool task patterns used across every generator script.
  • godot-resource-data-patterns — Resource-backed tile libraries, adjacency rules, and seed configs instead of hard-coded magic tables.
Complements
Downstream / consumers
  • godot-genre-roguelike — run-based dungeon crawlers that consume BSP/WFC/drunkard generators and seeded RNG.
  • godot-genre-sandbox — voxel/chunk worlds and cellular-automata sandboxes built on infinite terrain and CA scripts.
  • godot-genre-open-world — chunk streaming and floating-origin layers that wrap multi-threaded chunk gen.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

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