procedural-generation

Implements BSP, Wave Function Collapse, and Perlin noise for procedural game content.

71|11|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/nlelouche/Unity-SkillForge --skill procedural-generation
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: procedural-generation
Source: https://github.com/nlelouche/Unity-SkillForge/tree/main/.agent/skills/02-gameplay/procedural-generation
Command: npx skills add https://github.com/nlelouche/Unity-SkillForge --skill procedural-generation

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill automates the creation of game content, enabling infinite replayability and reducing manual development effort for environments and levels.

Core Features & Use Cases

  • Diverse Algorithms: Implements BSP for dungeons, Wave Function Collapse for tile maps, and Perlin Noise for terrain.
  • Flexible Output: Generates content onto a shared IGrid<T> API, adaptable to various game genres.
  • Use Case: Quickly prototype a roguelike dungeon layout with distinct rooms and corridors using BSP, or generate a vast, varied landscape for an open-world game using Perlin Noise.

Quick Start

Use the procedural-generation skill to generate a BSP dungeon with a width of 40 and a height of 40, using a seed of 12345.

Frequently Asked Questions about procedural-generation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate procedural terrain for a game using Perlin noise?

Procedural terrain generation using Perlin noise involves configuring grid dimensions and a generation seed to produce varied, continuous heightmaps. This allows you to create vast open-world landscapes algorithmically without manual level design.

What is the best way to create dungeon rooms and corridors algorithmically?

Binary Space Partitioning (BSP) is an algorithmic method for creating dungeon rooms and corridors by recursively dividing a grid space. Using configurable dimensions and seeds, BSP generates distinct room layouts ideal for roguelike games.

Can I use Wave Function Collapse for procedural tile map generation?

Yes, you can use Wave Function Collapse for procedural tile map generation. It implements constraint-based generation to ensure tiles fit together correctly, outputting results onto a shared grid API adaptable to various game genres.

Does procedural generation require a specific game engine or framework?

Procedural generation does not require a specific game engine because it outputs content onto an agnostic grid API. This flexible interface allows you to adapt the generated terrain, dungeons, and tile maps across various game genres without engine dependencies.

How do I reproduce a specific procedural world layout exactly?

To reproduce a specific procedural world layout exactly, you use a configurable generation seed. Providing the same seed value alongside identical grid dimensions ensures the algorithms generate the exact same content every time.