godot-procedural-generation
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-procedural-generationIs this agent skill safe to install?
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This skill provides expert GDScript templates for procedural content generation in Godot, including Wave Function Collapse and Binary Space Partitioning. No security risks were detected.
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What does this agent skill do?
Procedural Generation
Seeded algorithms, noise functions, and constraint propagation define replayable content generation.
Available Scripts
fast_noise_noise2d_master.gd
Advanced usage of FastNoiseLite with image-based sampling for maximum performance.
cellular_automata_dungeon.gd
The classic 4-5 rule implementation for organic cave and terrain generation.
poisson_disk_sampling_2d.gd
Blue-noise distribution algorithm for non-clumping object and enemy placement.
multi_threaded_chunk_gen.gd
Expert pattern for offloading procedural generation to the WorkerThreadPool.
drunknard_walk_path.gd
Lightweight algorithm for generating winding paths, tunnels, and rivers.
marching_squares_metaballs.gd
Implementing the Marching Squares algorithm for smooth contouring and influential maps.
bsp_tree_rooms.gd
Binary Space Partitioning for generating structured, non-overlapping floor plans.
wave_function_collapse_lite.gd
Foundation for Wave Function Collapse (WFC) using entropy-based adjacency rules.
mesh_gen_infinite_terrain.gd
Runtime 3D terrain generation using ArrayMesh and SurfaceTool with LOD potential.
l_system_tree_gen.gd
L-System string grammar for procedural plant and tree growth in 3D.
wfc_level_generator.gd
Expert Wave Function Collapse implementation with tile adjacency rules.
proc_gen_marching_cubes_base.gd
Base class for 3D terrain generation using ArrayMesh and direct GPU vertex array committing.
proc_gen_graph_layout.gd
Pattern for managing logical dungeon layouts using AStar2D/3D as a directed graph.
proc_gen_seed_history.gd
Seed and state history manager for deterministic, undoable procedural sequences.
NEVER Do in Procedural Generation
- NEVER generate chunks on the Main Thread — Proc-gen is CPU intensive and causes frame-rate spikes. Use
WorkerThreadPoolor a backgroundThreadto keep the UI responsive. - NEVER query
FastNoiseLiteevery frame — Sampling noise per frame (especially in_process) is a massive waste. Generate your map into anImageorArrayonce and sample from memory [NoiseSampling]. - NEVER use
randi()for reproducible seeds — Always store and reuse a specificseedwithin 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_iterationssafety 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 aTileMapPatternand useset_pattern()orset_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.
func generate_dungeon(width: int, height: int, fill_percent: float = 0.4) -> Array:
var grid := []
for y in height:
var row := []
for x in width:
row.append(1) # 1 = wall
grid.append(row)
# Start in center
var x := width / 2
var y := height / 2
var floor_tiles := 0
var target_floor := int(width * height * fill_percent)
while floor_tiles < target_floor:
if grid[y][x] == 1:
grid[y][x] = 0 # Create floor
floor_tiles += 1
# Random walk
var dir := randi() % 4
match dir:
0: x = clampi(x + 1, 0, width - 1)
1: x = clampi(x - 1, 0, width - 1)
2: y = clampi(y + 1, 0, height - 1)
3: y = clampi(y - 1, 0, height - 1)
return grid
Godot 4.7: Procedural 3D
- Path3D snap-to-colliders for spline-based road/river generation on terrain colliders.
Perlin Noise Terrain
var noise := FastNoiseLite.new()
func generate_terrain(width: int, height: int) -> Array:
noise.seed = randi()
noise.frequency = 0.05
var terrain := []
for y in height:
var row := []
for x in width:
var value := noise.get_noise_2d(x, y)
# Map noise to tile types
var tile: int
if value < -0.2:
tile = 0 # Water
elif value < 0.2:
tile = 1 # Grass
else:
tile = 2 # Mountain
row.append(tile)
terrain.append(row)
return terrain
BSP Rooms
class_name BSPRoom
var x: int
var y: int
var width: int
var height: int
var left: BSPRoom = null
var right: BSPRoom = null
func split(min_size: int = 6) -> bool:
if left or right:
return false # Already split
# Choose split direction
var split_horizontal := randf() > 0.5
if width > height and float(width) / float(height) >= 1.25:
split_horizontal = false
elif height > width and float(height) / float(width) >= 1.25:
split_horizontal = true
var max := (height if split_horizontal else width) - min_size
if max <= min_size:
return false # Too small
var split_pos := randi_range(min_size, max)
if split_horizontal:
left = BSPRoom.new()
left.x = x
left.y = y
left.width = width
left.height = split_pos
right = BSPRoom.new()
right.x = x
right.y = y + split_pos
right.width = width
right.height = height - split_pos
else:
left = BSPRoom.new()
left.x = x
left.y = y
left.width = split_pos
left.height = height
right = BSPRoom.new()
right.x = x + split_pos
right.y = y
right.width = width - split_pos
right.height = height
return true
func generate_bsp_dungeon(width: int, height: int, iterations: int = 4) -> Array[BSPRoom]:
var root := BSPRoom.new()
root.x = 0
root.y = 0
root.width = width
root.height = height
var rooms: Array[BSPRoom] = [root]
for i in iterations:
var new_rooms: Array[BSPRoom] = []
for room in rooms:
if room.split():
new_rooms.append(room.left)
new_rooms.append(room.right)
else:
new_rooms.append(room)
rooms = new_rooms
return rooms
Random Loot
func generate_loot(loot_level: int) -> Array[Item]:
var items: Array[Item] = []
var roll_count := randi_range(1, 3)
for i in roll_count:
var rarity := roll_rarity()
var item := get_random_item(rarity, loot_level)
items.append(item)
return items
func roll_rarity() -> String:
var roll := randf()
if roll < 0.6:
return "common"
elif roll < 0.85:
return "uncommon"
elif roll < 0.95:
return "rare"
else:
return "legendary"
Wave Function Collapse
# Simplified WFC for tile patterns
# Load compatible tile adjacency rules
var tile_rules := {
"grass": ["grass", "path", "water_edge"],
"water": ["water", "water_edge"],
"path": ["grass", "path"]
}
func wfc_generate(width: int, height: int) -> Array:
var grid := []
for y in height:
var row := []
for x in width:
row.append(null) # Uncollapsed
grid.append(row)
# Collapse cells until complete
while has_uncollapsed(grid):
var pos := find_lowest_entropy(grid)
collapse_cell(grid, pos)
propagate_constraints(grid, pos)
return grid
Best Practices
- Seeding - Use seeds for reproducibility
- Validation - Ensure playable levels
- Performance - Generate async if needed
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.
Reference
- Related:
godot-tilemap-mastery,godot-resource-data-patterns
Related
- Master Skill: godot-master
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
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