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jammyfujammyfu/open-game-skills/skills/disciplines/procedural-generation/SKILL.md

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.

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SKILL.md

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

ModeRepresentation
room-graphconnected rooms and progression constraints
heightfieldsingle-valued elevation over a plane
voxelvolumetric occupancy or density, including caves
tile-constraintlocal adjacency plus separately validated global goals

Procedure

  1. 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.
  2. rng-seed owns 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.
  3. 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.
  4. 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.
  5. 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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