Procedural Gen

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.

AI 生成的概览

与引擎无关的算法,用于基于种子的程序化生成地形、地牢和加权掉落表。

功能
提供确定性的程序化生成技术:带种子的随机数实例、用于高度图和地形的分形噪声、房间加走廊与 BSP 地牢布局、随机游走洞穴,以及加权掉落或生成表。说明如何先生成与渲染解耦的纯数据网格、验证连通性,并在固定种子下调整参数。参考文件涵盖噪声参数、生物群系查询以及完整地牢生成器细节。
适用场景
适用于生成地图、地牢、地形高度图或物品掉落,而不希望手工制作这些内容时。也适用于结果必须能由种子复现的场景,例如调试、每日挑战或可分享的世界,或需要按权重随机选择结果时。
运行要求
该技能不附带脚本,仅为说明文档和参考文档。它建议使用外部噪声库,如 FastNoiseLite、opensimplex、Unity.Mathematics.noise 或引擎内置功能,但不要求特定的运行时、软件包、凭据或网络访问。

Procedural generation

Generate levels, terrain, and loot from compact rules and a seed. The throughline of good procgen is determinism: a single seed reproduces the same world, so bugs are repeatable and players can share seeds. This skill owns the core algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like roguelike and survival-crafting consume it.

When to use

  • Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
  • Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
  • Use to pick weighted random outcomes (loot rarity, spawn tables).

When not to use: for the engine's tile API to paint the result, use godot-tilemap or unity-tilemap-2d. For routing AI through the generated map, use game-ai. For carefully hand-paced levels, use level-design — procgen and authored design are complementary, not interchangeable.

Core workflow

  1. Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
  2. Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
  3. Generate into a plain data grid/array first, decoupled from rendering. Generation fills int[][] or a dict; a separate pass draws it.
  4. Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
  5. Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.

Patterns

1. Seeded, deterministic RNG (the foundation)

python
import randomrng = random.Random(seed)        # a dedicated instance — NOT the global random.*room_count = rng.randint(5, 12)  # same seed -> same sequence, every run# RIGHT: thread `rng` through every function that makes a choice.# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.

Engine equivalents: Godot var rng = RandomNumberGenerator.new(); rng.seed = s; Unity var rng = new System.Random(seed) (or UnityEngine.Random.InitState). Store the seed in the save file so a world can be regenerated.

2. Fractal (fBm) noise for heightmaps

python
# Sum several octaves: each higher octave has higher frequency, lower amplitude.def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):    total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0    for _ in range(octaves):        total += amp * noise(x * freq, y * freq)   # noise() returns ~0..1        norm  += amp                                # track total amplitude        amp   *= gain                               # each octave contributes less        freq  *= lacunarity                         # ...at a higher frequency    return total / norm                             # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.elevation = pow(fbm(noise, nx, ny), 2.2)

Use a real noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient noise yourself. Seed elevation and moisture with different seeds so a biome lookup over both fields isn't perfectly correlated. Full biome lookup and island shaping are in references/noise.md.

3. Weighted loot table (rarity-correct selection)

python
# Roll proportional to weight: common drops far more often than legendary.def weighted_pick(rng, table):           # table: list of (item, weight)    total = sum(w for _, w in table)    roll = rng.uniform(0, total)          # a point on the cumulative line    upto = 0.0    for item, w in table:        upto += w        if roll < upto:                   # first bucket the roll falls into            return item    return table[-1][0]                   # float-safety fallback
loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])

Weights need not sum to 100 — they are relative. To prevent bad streaks, use a "pity"/bag system (see references/dungeon-generation.md notes on distributions).

4. Rooms-and-corridors dungeon (sketch)

python
# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.rooms = []for _ in range(attempts):    r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)    if not any(r.intersects(o.expand(1)) for o in rooms):  # keep a 1-tile gap        rooms.append(r)for a, b in zip(rooms, rooms[1:]):       # connect each room to the next    carve_l_corridor(grid, a.center, b.center, rng)   # horizontal then vertical

The complete generator (BSP partitioning, L-corridors, reachability check, and random-walk caves) is in references/dungeon-generation.md.

Pitfalls

  • Using the global RNG inside generation makes worlds unreproducible and breaks the moment call order changes. Always pass a seeded instance.
  • Correlated noise fields: sampling elevation and moisture from the same seed/offset produces biomes that line up in bands. Offset or reseed each field.
  • Octave artifacts: adding octaves without renormalizing pushes values out of 0..1; divide by the summed amplitude (and beware library output ranges — some return -1..1, some 0..1).
  • No connectivity check: rooms or caves can end up isolated. Flood-fill from the spawn and discard/reconnect unreachable regions before play.
  • Unbounded placement loops: "keep trying until N rooms fit" can spin forever on a small grid. Cap attempts and accept fewer rooms.
  • Seeding once globally, then relying on frame timing: any non-deterministic input (time, physics, hash randomization) leaking into generation destroys reproducibility.

References

  • references/noise.md — octaves/lacunarity/gain, redistribution, island shaping, two-axis biome lookup, blue-noise object scatter.
  • references/dungeon-generation.md — BSP, rooms+corridors, random-walk caves, cellular-automata smoothing, connectivity validation, distribution/pity tables.

Related skills

  • godot-tilemap, unity-tilemap-2d — paint the generated grid into the engine.
  • game-ai — pathfinding over the generated graph.
  • level-design — pacing and hand-authored structure that procgen complements.
  • roguelike, survival-crafting — genres that compose this skill.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/disciplines/procedural-gen提交d4b0e35

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