procedural-generation

Generate deterministic 2D/3D game maps with selectable tile layouts, customizable noise parameters, optional cellular cave smoothing and tunable levels of detail for heightmaps and textures. Also, extract 3D mesh and metadata from volumetric data for customizable 3D printing.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill procedural-generation-gooddayday
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: procedural-generation
Source: https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework/tree/main/.harness/skills/procedural-generation
Command: npx skills add https://github.com/GOODDAYDAY/Harness-Everything-Game-Framework --skill procedural-generation-gooddayday

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Procedural world and level generation in Godot can be inconsistent and hard to reproduce. This Skill provides a structured, seedable approach to generating terrain, dungeons, and caves using seeded randomness, noise fields, and layout partitioning for Godot 4.3+.

Core Features & Use Cases

  • Seeded randomness for reproducible results across runs.
  • Noise-based terrain generation using FastNoiseLite with configurable frequency and fractals.
  • BSP dungeon generation with deterministic splits and corridor construction.
  • Cellular automata caves and an approachable Wave Function Collapse concept for tile patterns.
  • Integration guidance for TileMapLayer, performance, and frame-spread generation in 2D/3D games.

Quick Start

Provide a seed and target map size to generate a deterministic world layout immediately.

Frequently Asked Questions about procedural-generation

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

FAQPage Schema
How do I make procedural terrain generation reproducible in Godot?

Procedural terrain generation becomes reproducible in Godot by applying seeded randomness and configurable noise parameters. This ensures deterministic testing and fast iteration, allowing you to generate identical game environments across multiple runs using the same initial seed.

What is the best way to generate deterministic dungeons in Godot?

The best way to generate deterministic dungeons in Godot is using BSP dungeon layouts. This approach enforces structured generation pipelines with deterministic splits and corridor construction, ensuring that your tile-based maps remain reproducible and game-ready.

Can I use FastNoiseLite for 3D cave systems and 2D tilemaps in Godot 4.3?

Yes, you can use FastNoiseLite for cave systems and tilemaps in Godot 4.3. The Skill provides integration guidance for both 2D and 3D projects, applying noise-based terrain, cellular automata caves, and Wave Function Collapse concepts to your environment generation pipeline.

How do I handle performance when generating large procedural worlds in Godot?

To handle performance when generating large procedural worlds in Godot, apply frame-spread generation techniques. This approach distributes the structured generation pipeline workloads across frames, preventing frame drops while integrating complex noise-based terrain and cave systems into your game.

Does procedural generation in Godot support cellular automata for cave generation?

Yes, procedural generation in Godot supports cellular automata for cave generation. This technique combines seeded randomness with noise fields to create organic cave systems, providing an approachable method for generating complex tile patterns within your 2D or 3D game environments.