procedural-generation
Purpose
This skill allows OpenClaw to programmatically generate game content, such as terrains and levels, using algorithms like Perlin noise and rule-based systems, reducing manual design effort.
When to Use
Apply this skill for dynamic content in games where variability is key, like procedural worlds in roguelikes or infinite runners, or when optimizing for replayability and asset efficiency in resource-constrained projects.
Key Capabilities
- Generate 2D/3D terrains via noise functions (e.g., Perlin, Simplex) with parameters for scale, octaves, and persistence.
- Create levels using rule-based algorithms, such as cellular automata for cave generation or binary space partitioning for dungeons.
- Support custom seed values for reproducible outputs, integrating with game engines like Unity or Godot.
- Handle multi-threaded generation for performance in real-time applications.
- Export results in formats like JSON for meshes or PNG for heightmaps.
Usage Patterns
Always initialize with a seed for consistency; use CLI for quick prototyping and API for integration. Provide exact parameters to avoid defaults.
Example 1: Generating a Perlin terrain for a game world:
- CLI command:
openclaw generate terrain --noise perlin --seed 42 --width 256 --height 256 --output terrain.json - In code (Python):
import openclaw; terrain_data = openclaw.api.generate_terrain({'noise': 'perlin', 'seed': 42, 'width': 256})
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