Agent skill

Procedural Gen

by ukanwat in ukanwat/overtime

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted…

Apache-2.0Auto-check passedGame Development

Install Procedural Gen

skills CLI
$ npx skills add ukanwat/overtime --skill procedural-gen -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ukanwat/overtime procedural-gen --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/procedural-gen .claude/skills/procedural-gen && rm -rf skills-src

Use ~/.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/

Facts

Skill name
procedural-gen
GitHub stars
387
Used in
1 other repo
Token cost
~1.8k tokens
SKILL.md length
597 words
Files
3 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted…

  • Works in 4 steps: Seeded, deterministic RNG (the foundation) → Fractal (fBm) noise for heightmaps → Weighted loot table (rarity-correct… → …
  • The user mentions procedural generation
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Procedural Gen is an agent skill from ukanwat/overtime. Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/dungeon-generation.md` and `references/noise.md`). Compatibility notes: Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise).

It sits in Game Development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • The user mentions procedural generation
  • Perlin/simplex noise
  • Dungeon generator
  • Heightmap/terrain

Example prompts

  • “/procedural-gen”

Requirements

  • Python 3
  • Compatibility (from SKILL.md): Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise).

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Seeded, deterministic RNG (the foundation)
  2. Fractal (fBm) noise for heightmaps
  3. Weighted loot table (rarity-correct selection)
  4. Rooms-and-corridors dungeon (sketch)

What it can do on your machine

Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise).

    From compatibility in the SKILL.md frontmatter.

Context cost

Procedural Gen loads about 1.8k tokens when it runs, and up to ~4k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 597 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~98
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 597 words, ~1,847 tokens.

Download SKILL.mdSave it as .claude/skills/procedural-gen/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
procedural-gen
description
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.
compatibility
Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise).
license
Apache-2.0
metadata.engine
none
metadata.category
disciplines
metadata.difficulty
advanced

Procedural generation

Generate levels, terrain, and loot from compact rules and a seed. The throughline of good procgen is determinism: a single seed reproduces the same world, so bugs are repeatable and players can share seeds. This skill owns the core algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like roguelike and survival-crafting consume it.

When to use

  • Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
  • Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
  • Use to pick weighted random outcomes (loot rarity, spawn tables).

When not to use: for the engine's tile API to paint the result, use godot-tilemap or unity-tilemap-2d. For routing AI through the generated map, use game-ai. For carefully hand-paced levels, use level-design — procgen and authored design are complementary, not interchangeable.

Core workflow

  1. Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
  2. Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
  3. Generate into a plain data grid/array first, decoupled from rendering. Generation fills int[][] or a dict; a separate pass draws it.
  4. Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
  5. Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.

Patterns

1. Seeded, deterministic RNG (the foundation)
python
import random
rng = random.Random(seed)        # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12)  # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.

Engine equivalents: Godot var rng = RandomNumberGenerator.new(); rng.seed = s; Unity var rng = new System.Random(seed) (or UnityEngine.Random.InitState). Store the seed in the save file so a world can be regenerated.

2. Fractal (fBm) noise for heightmaps
python
# Sum several octaves: each higher octave has higher frequency, lower amplitude.
def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):
    total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
    for _ in range(octaves):
        total += amp * noise(x * freq, y * freq)   # noise() returns ~0..1
        norm  += amp                                # track total amplitude
        amp   *= gain                               # each octave contributes less
        freq  *= lacunarity                         # ...at a higher frequency
    return total / norm                             # normalize back into 0..1

# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.
elevation = pow(fbm(noise, nx, ny), 2.2)

Use a real noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient noise yourself. Seed elevation and moisture with different seeds so a biome lookup over both fields isn't perfectly correlated. Full biome lookup and island shaping are in references/noise.md.

Show full SKILL.md (234 more words)Show less
3. Weighted loot table (rarity-correct selection)
python
# Roll proportional to weight: common drops far more often than legendary.
def weighted_pick(rng, table):           # table: list of (item, weight)
    total = sum(w for _, w in table)
    roll = rng.uniform(0, total)          # a point on the cumulative line
    upto = 0.0
    for item, w in table:
        upto += w
        if roll < upto:                   # first bucket the roll falls into
            return item
    return table[-1][0]                   # float-safety fallback

loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])

Weights need not sum to 100 — they are relative. To prevent bad streaks, use a "pity"/bag system (see references/dungeon-generation.md notes on distributions).

4. Rooms-and-corridors dungeon (sketch)
python
# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.
rooms = []
for _ in range(attempts):
    r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)
    if not any(r.intersects(o.expand(1)) for o in rooms):  # keep a 1-tile gap
        rooms.append(r)
for a, b in zip(rooms, rooms[1:]):       # connect each room to the next
    carve_l_corridor(grid, a.center, b.center, rng)   # horizontal then vertical

The complete generator (BSP partitioning, L-corridors, reachability check, and random-walk caves) is in references/dungeon-generation.md.

Pitfalls

  • Using the global RNG inside generation makes worlds unreproducible and breaks the moment call order changes. Always pass a seeded instance.
  • Correlated noise fields: sampling elevation and moisture from the same seed/offset produces biomes that line up in bands. Offset or reseed each field.
  • Octave artifacts: adding octaves without renormalizing pushes values out of 0..1; divide by the summed amplitude (and beware library output ranges — some return -1..1, some 0..1).
  • No connectivity check: rooms or caves can end up isolated. Flood-fill from the spawn and discard/reconnect unreachable regions before play.
  • Unbounded placement loops: "keep trying until N rooms fit" can spin forever on a small grid. Cap attempts and accept fewer rooms.
  • Seeding once globally, then relying on frame timing: any non-deterministic input (time, physics, hash randomization) leaking into generation destroys reproducibility.

References

  • references/noise.md — octaves/lacunarity/gain, redistribution, island shaping, two-axis biome lookup, blue-noise object scatter.
  • references/dungeon-generation.md — BSP, rooms+corridors, random-walk caves, cellular-automata smoothing, connectivity validation, distribution/pity tables.
  • godot-tilemap, unity-tilemap-2d — paint the generated grid into the engine.
  • game-ai — pathfinding over the generated graph.
  • level-design — pacing and hand-authored structure that procgen complements.
  • roguelike, survival-crafting — genres that compose this skill.

© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/procedural-gen of ukanwat/overtime.

  • SKILL.md
  • references/dungeon-generation.md
  • references/noise.md

Open the folder on GitHubat commit eac84e0

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Procedural Gen 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.

Procedural Gen compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Procedural Gen this skillukanwat/overtime3871 repos~1.8kAutomated safety check: PassApache-2.0
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Procedural Gen

What does Procedural Gen do?

Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted…. Procedural Gen is an agent skill from ukanwat/overtime. Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables.

When should I use Procedural Gen?

Procedural Gen fits situations like: the user mentions procedural generation; perlin/simplex noise; dungeon generator; heightmap/terrain.

How do I install Procedural Gen in Claude Code?

Run `npx skills add ukanwat/overtime --skill procedural-gen -a claude-code`. Or copy the skill folder (.claude/skills/procedural-gen in ukanwat/overtime) into .claude/skills/procedural-gen in your project. Claude Code loads it when a task matches its description.

How do I install Procedural Gen in Codex?

Run `npx skills add ukanwat/overtime --skill procedural-gen -a codex`. Or copy the skill folder (.claude/skills/procedural-gen in ukanwat/overtime) into .agents/skills/procedural-gen in your project. Codex loads it when a task matches its description.

Can I use Procedural Gen in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill procedural-gen -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-gen, .gemini/skills/procedural-gen, .github/skills/procedural-gen and .opencode/skills/procedural-gen in your project.

What does Procedural Gen need to run?

SKILL.md names no scripts, command-line tools or credentials: Procedural Gen is instructions for the agent only. Our summary lists: Python 3. Compatibility (from SKILL.md): Engine-agnostic (algorithms). Snippets in Python/GDScript-like pseudocode; uses a noise library (FastNoiseLite, opensimplex, Unity.Mathematics.noise)..

Does Procedural Gen access the network?

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.

Is Procedural Gen safe to install?

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.

What licence does Procedural Gen use?

Procedural Gen is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Procedural Gen use?

About 1.8k tokens (SKILL.md is roughly 7.4k 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 2.2k tokens, read only when the agent opens those files.

What are the alternatives to Procedural Gen?

Skills that share tags, products or a category with Procedural Gen: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Procedural Gen?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.

Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.