Individual skill
procedural-generation
Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
skills/procedural-generation/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- engineering Derived category
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SKILL.mdcore · 5,155 bytesreferences/bsp-dungeons.mddoc · 6,542 bytesreferences/cellular-automata.mddoc · 4,655 bytesreferences/noise-generation.mddoc · 3,958 bytesreferences/wave-function-collapse.mddoc · 7,506 bytes
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# Procedural Generation in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
> **Related skills:** **2d-essentials** for TileMapLayer usage, **3d-essentials** for 3D terrain meshes, **math-essentials** for vectors and transforms, **godot-optimization** for chunk loading and performance.
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## 1. Seeded Randomness
Always use seeds for reproducible generation. This enables shareable seeds, replay, and deterministic testing.
### GDScript