procedural-generation
Skill12 starsChanged 23 days agoMITView on GitHub
Use when generated maps, rooms or terrain must be reproducible and playable, when some seeds trap players, or when chunk generation order changes the world.
2 other projects use a version of this.
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Most recently taken up by
- jame581/GodotPromptertheir own version, first seen Oct 21, 2026
- ismael-joffroy-chandoutis/claude-skills-publictheir own version, first seen Mar 30, 2026
Other versions2 projects use a version of this.
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Wrote their own version · 2
- jame581/GodotPrompter★ 870same name
- ismael-joffroy-chandoutis/claude-skills-public★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- character-rigSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- animation-graphSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- The first 60 shown.
The file
Files
Procedural generation
Scope
Own world construction and validity, not map UI, surface shading or streaming residency. World map owns discovered information; rng-seed owns random streams. Preserve authored areas and player edits. A decoration generator need not become a full world generator.
Modes
| Mode | Representation |
| room-graph | connected rooms and progression constraints |
| heightfield | single-valued elevation over a plane |
| voxel | volumetric occupancy or density, including caves |
| tile-constraint | local adjacency plus separately validated global goals |
Procedure
- Specify the generator/version, configuration hash, seed encoding, units, bounds and player traversal kit. Separate hard validity constraints from visual preferences: safe spawn, reachable exit, prerequisites before locks, required resources and legal return/reset paths. A heightfield cannot represent arbitrary overhangs; choose another representation when required.
rng-seedowns RNG algorithm/version, named stream derivation and serialized stream state. Request stable streams from that owner using semantic subsystem and global chunk identities; do not derive a second random algorithm here or let request order choose outcomes. This generator stores its versioned recipe plus edit deltas and the RNG stream references/state required for continuation. A seed alone does not guarantee reproducibility across algorithms, versions or physics backends.- Generate coarse topology before decoration. Enforce progression-aware reachability, including collected abilities/keys and resource costs where relevant. A geometric flood fill does not prove a key puzzle or a jump is solvable. Validate with the actual movement metrics and collision representation.
- Sample shared borders in global coordinates, including negative coordinates, and coordinate ownership of boundary objects. Do not independently reseed each chunk edge. Merge authored/player changes by explicit precedence rather than regenerating them away.
- Bound attempts, time and repair scope. Log the original failing seed/configuration before deterministic repair or a declared fallback. Unsatisfiable tile constraints must terminate with a useful diagnostic; do not silently remove required progression gates to claim success.
Outputs
Adapt the generation contract: recipe and versions, constraints, seed corpus, per-seed diagnostics, edit precedence and repair/fallback record. Keep expensive generation off the critical input path through the engine's supported job system; commit finished data at an owned boundary.
Acceptance
Re-run saved failures and a stated sampled seed corpus; compare topology/data hashes for the same version/configuration and for different chunk request orders. Test unreachable exits, locked keys, negative coordinates and exhausted retry budgets. Report coverage and failures; sampled success is not proof for every seed. Cases remain not-run until executed. Runtime reachability needs more than a source review.
References
Tiled terrain constraints illustrate local edge/corner matching. They do not establish global puzzle solvability. Godot RandomNumberGenerator documents seed/state behavior; inspect the installed version before promising compatibility.
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