godot-procedural-generation

Installation
SKILL.md

Procedural Generation

Seeded algorithms, noise functions, and constraint propagation define replayable content generation. Do not paste inline algorithm tutorials — load the MANDATORY scripts below.

NEVER Do in Procedural Generation

  • NEVER generate chunks on the Main Thread — Proc-gen is CPU intensive and causes frame-rate spikes. Use WorkerThreadPool or a background Thread to keep the UI responsive.
  • NEVER query FastNoiseLite every frame — Sampling noise per frame (especially in _process) is a massive waste. Generate your map into an Image or Array once and sample from memory [NoiseSampling].
  • NEVER use randi() for reproducible seeds — Always store and reuse a specific seed within 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_iterations safety 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 a TileMapPattern and use set_pattern() or set_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.

Installs
346
GitHub Stars
600
First Seen
Feb 10, 2026
godot-procedural-generation — thedivergentai/gd-agentic-skills