Godot Admob App Open
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
A skill your agent uses when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter procedural-generation --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/procedural-generation .claude/skills/procedural-generation && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .claude/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generationType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter procedural-generation --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/procedural-generation .agents/skills/procedural-generation && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .agents/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter procedural-generation --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/procedural-generation .cursor/skills/procedural-generation && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .cursor/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/procedural-generation--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter procedural-generation --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/procedural-generation .gemini/skills/procedural-generation && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .gemini/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter procedural-generationInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/procedural-generation .github/skills/procedural-generation && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .github/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill procedural-generation -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter procedural-generation --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/procedural-generation .opencode/skills/procedural-generation && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "procedural-generation" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/procedural-generation into .opencode/skills/procedural-generation/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "procedural-generation", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
procedural-generationA skill your agent uses when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
Procedural Generation is an agent skill from jame581/GodotPrompter. Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+
Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/bsp-dungeons.md`, `references/cellular-automata.md` and `references/noise-generation.md`).
It sits in Game Development, covering Game development. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Procedural Generation loads about 1.2k tokens when it runs, and up to ~6.9k if it reads all its reference files. Until then it costs about 47 tokens; SKILL.md has 483 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 483 words, ~1,240 tokens.
.claude/skills/procedural-generation/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: 2d-essentials for TileMapLayer usage, 3d-essentials for 3D terrain meshes, math-essentials for vectors and transforms, godot-optimization for chunk loading and performance.
Always use seeds for reproducible generation. This enables shareable seeds, replay, and deterministic testing.
# RandomNumberGenerator — per-instance, seedable
var rng := RandomNumberGenerator.new()
func generate_level(level_seed: int) -> void:
rng.seed = level_seed
var width: int = rng.randi_range(20, 40)
var height: int = rng.randi_range(15, 30)
var enemy_count: int = rng.randi_range(3, 8)
var treasure_chance: float = rng.randf_range(0.05, 0.15)
# AVOID: Global randf()/randi() — not reproducible across calls
# USE: rng.randf(), rng.randi(), rng.randf_range(), rng.randi_range()private RandomNumberGenerator _rng = new();
public void GenerateLevel(ulong levelSeed)
{
_rng.Seed = levelSeed;
int width = _rng.RandiRange(20, 40);
int height = _rng.RandiRange(15, 30);
int enemyCount = _rng.RandiRange(3, 8);
float treasureChance = _rng.RandfRange(0.05f, 0.15f);
}Tip: Generate a seed from a string for shareable level codes:
var seed: int = "MyLevel".hash()
FastNoiseLite for height maps, biome distribution, 2D terrain. Key params: noise_type (Perlin / Simplex / Cellular / Value), frequency (lower = larger features), seed. For terrain, sample noise at each tile coord, threshold the value to pick a tile.
See references/noise-generation.md for the basic noise-map recipe, noise-type reference table, and 2D terrain + TileMapLayer walkthrough.
Binary Space Partitioning recursively splits a rectangle into smaller rectangles, carves a room inside each leaf, connects siblings with corridors. Produces grid-aligned room-based dungeons (think roguelike).
See references/bsp-dungeons.md for the full recursive partition + room placement + corridor connection algorithm in GDScript + C#.
Fill a grid with random walls/floors at ~45% density, then iterate "a cell becomes a wall if ≥ 5 of 8 neighbors are walls" 4-5 times. The result is organic cave shapes — no straight corridors.
See references/cellular-automata.md for the full GDScript + C# implementation with TileMapLayer integration.
WFC is a constraint solver: given a tile set with adjacency rules, pick the lowest-entropy cell, collapse it to a valid tile, propagate constraints, repeat. Produces tile-rule-respecting output but is non-trivial to implement.
See references/wave-function-collapse.md for concept overview and a simplified GDScript + C# implementation.
| Symptom | Cause | Fix |
|---|---|---|
| Same level every time | Not seeding the RNG | Set rng.seed before generation |
| Different results on different platforms | Using global randf() / randi() | Use a dedicated RandomNumberGenerator instance |
| Noise looks blocky | Frequency too high | Lower frequency (try 0.01–0.05) |
| Caves are all wall or all floor | fill_chance too extreme or too few iterations | Use fill_chance 0.40–0.50 and 4–6 iterations |
| BSP rooms overlap | Split position too close to edge | Ensure min_room_size buffer in split calculation |
| WFC contradiction (no valid tile) | Adjacency rules too restrictive | Add more allowed neighbors or implement backtracking |
| Generation takes too long | Processing entire map in one frame | Use await get_tree().process_frame to spread across frames, or use a thread |
RandomNumberGenerator, never global randf()/randi()FastNoiseLite frequency and octaves are tuned for the game's tile/world scale© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/procedural-generation of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Procedural Generation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Procedural Generation this skilljame581/GodotPrompter | 799 | — | ~1.2k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+. Procedural Generation is an agent skill from jame581/GodotPrompter.
Procedural Generation fits situations like: implementing procedural generation — noise-based terrain; cellular automata caves; wave function collapse; seeded randomness in Godot 4.3+.
Run `npx skills add jame581/GodotPrompter --skill procedural-generation -a claude-code`. Or copy the skill folder (skills/procedural-generation in jame581/GodotPrompter) into .claude/skills/procedural-generation in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill procedural-generation -a codex`. Or copy the skill folder (skills/procedural-generation in jame581/GodotPrompter) into .agents/skills/procedural-generation in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill procedural-generation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/procedural-generation, .gemini/skills/procedural-generation, .github/skills/procedural-generation and .opencode/skills/procedural-generation in your project.
SKILL.md names no scripts, command-line tools or credentials: Procedural Generation is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Procedural Generation is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.2k tokens (SKILL.md is roughly 5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Procedural Generation: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.