What problem does it solve? Adding a new procedural biome or resizing a generated map in classic-wgl involves many coupled pieces — noise modules, material tables, tileset painters, scene state files, ROM packaging, and golden tests — and getting any one wrong silently breaks determinism, editor tooling, or GPU limits. This Skill codifies the full recipe and the scaling rules so generators stay correct at any map size. ## Core Features & Use Cases - Generator recipe: Step-by-step process for adding a new biome — guest crate, material table, tileset, scene state.json, ROM entrypoint, golden test, and gameplay-guarantee tests. - Scale-free parameter discipline: Rules for writing parameters in physical units (frequency, density, amplitude) so maps resize without re-tuning, plus the stability-across-sizes guard test. - Scaling envelope analysis: Documents the four binding constraints as maps grow (tile data texture, mesh vertex capacity, A* pathfinder cost, O(n²) generation) with measured numbers at 400x400. - Use Case: You want to add a volcanic biome at 600x600 tiles. Follow the recipe to create the guest crate and materials, reuse the demo entity names so the editor toolchain works, and check the GL_MAX_TEXTURE_SIZE limit before shipping. ## Quick Start Ask the assistant to add a new procedural biome generator to classic-wgl following the lunar scene recipe, including its material table, ROM entrypoint, and terrain guarantee tests.