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.
- Skill ID
- thedivergentai/gd-agentic-skills/godot-procedural-generation
- Publisher
- thedivergentai
- Repository
- gd-agentic-skills
- Installs
- 0
- Files
- 18
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
thedivergentai/gd-agentic-skills/godot-procedural-generationInstalls these files- SKILL.md
- references/algorithm-recipes.md
- references/migration-notes.md
- scripts/bsp_tree_rooms.gd
- scripts/cellular_automata_dungeon.gd
- scripts/drunknard_walk_path.gd
- scripts/dungeon_generator.gd
- scripts/fast_noise_noise2d_master.gd
- scripts/l_system_tree_gen.gd
- scripts/marching_squares_metaballs.gd
- scripts/mesh_gen_infinite_terrain.gd
- scripts/multi_threaded_chunk_gen.gd
- scripts/poisson_disk_sampling_2d.gd
- scripts/proc_gen_graph_layout.gd
- scripts/proc_gen_marching_cubes_base.gd
- scripts/proc_gen_seed_history.gd
- scripts/wave_function_collapse_lite.gd
- scripts/wfc_level_generator.gd
What this skill tells the agent
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
WorkerThreadPoolor a backgroundThreadto keep the UI responsive. - NEVER query `FastNoiseLite` every 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 specific
seedwithin 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 a
TileMapPatternand 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.
Golden Path (MANDATORY)
Every generator starts here — seed isolation, async data, main-thread commit:
- Seed & RNG — MANDATORY proc_gen_seed_history.gd: one
RandomNumberGeneratorper level/chunk; persistseed+statefor shareable runs. - Async chunks — MANDATORY multi_threaded_chunk_gen.gd:
WorkerThreadPool.add_task→ compute data off-thread →call_deferred("_finalize_chunk")for SceneTree/node work. - Validate → bake nav — after tiles/meshes land on the main thread, rebake
NavigationRegion(see godot-navigation-pathfinding).
var rng := RandomNumberGenerator.new()
func begin_generation(run_seed: int) -> void:
rng.seed = run_seed
WorkerThreadPool.add_task(_build_data.bind(run_seed))
func _build_data(seed: int) -> Dictionary:
var local_rng := RandomNumberGenerator.new()
local_rng.seed = seed
var noise := FastNoiseLite.new()
noise.seed = seed
return {"heights": noise.get_image(64, 64)}
func _ready() -> void:
# Worker returns here — safe for nodes
pass
func _finalize_from_worker(data: Dictionary) -> void:
# add_child / set_pattern / create_trimesh_collision — main thread only
passDo NOT Load the full scripts/ folder. Open only the script that matches your algorithm row below.Algorithm Decision Tree
| Layout / content need | Algorithm | Script (MANDATORY when chosen) |
|---|---|---|
| Winding tunnels, rivers, simple paths | Drunkard's Walk | MANDATORY drunknard_walk_path.gd |
| Structured rooms + hallways | BSP | MANDATORY bsp_tree_rooms.gd |
| Organic caves / smooth terrain | Cellular Automata (4/5) | MANDATORY cellular_automata_dungeon.gd |
| Heightmaps, biomes, infinite terrain | FastNoiseLite → Image | MANDATORY fast_noise_noise2d_master.gd |
| Trees, rocks, spawns (no clumping) | Poisson Disk | MANDATORY poisson_disk_sampling_2d.gd |
| Tile adjacency / city blocks | Wave Function Collapse | MANDATORY wave_function_collapse_lite.gd (lite) or wfc_level_generator.gd (full rules) |
| Room graph before geometry | AStar graph layout | MANDATORY proc_gen_graph_layout.gd |
| 3D voxel / smooth terrain mesh | Marching Cubes base | MANDATORY proc_gen_marching_cubes_base.gd |
| Infinite chunked 3D terrain | ArrayMesh + LOD chunks | MANDATORY mesh_gen_infinite_terrain.gd |
| Plants / branching structures | L-System | MANDATORY l_system_tree_gen.gd |
| Contour / metaball maps (2D) | Marching Squares | MANDATORY marching_squares_metaballs.gd |
Routing hints: Simple path → drunkard; rectangular rooms → BSP; constraint tiles → WFC lite; open-world chunks → noise + multi_threaded_chunk_gen.gd. For roguelike run orchestration, hand off to godot-genre-roguelike.
Available Scripts
Core (always start here)
- proc_gen_seed_history.gd — MANDATORY seeded
RandomNumberGeneratorwith push/pop state history - multi_threaded_chunk_gen.gd — MANDATORY WorkerThreadPool →
call_deferredchunk finalize pattern
2D layout & placement
- drunknard_walk_path.gd — MANDATORY for tunnels/paths (pass local RNG, never global
randi()) - bsp_tree_rooms.gd — MANDATORY for structured floor plans
- cellular_automata_dungeon.gd — MANDATORY for organic caves
- poisson_disk_sampling_2d.gd — MANDATORY for blue-noise prop/enemy placement
- wave_function_collapse_lite.gd — MANDATORY lite WFC with entropy +
max_iterations - wfc_level_generator.gd — full WFC with tile-library adjacency rules
- proc_gen_graph_layout.gd — graph-before-geometry via AStar2D/3D
Noise & 3D
- fast_noise_noise2d_master.gd — MANDATORY FastNoiseLite → Image heightmaps
- mesh_gen_infinite_terrain.gd — runtime ArrayMesh terrain with LOD potential
- proc_gen_marching_cubes_base.gd — 3D mesh from voxel data
- marching_squares_metaballs.gd — 2D contour extraction
- l_system_tree_gen.gd — procedural plant/tree grammar
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
More from thedivergentai
Use this skill in a project
Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-procedural-generation, and install it in one click.
