--- name: godot-procedural-generation description: Generate deterministic Godot 4.6+ content. Use for seeded maps, rooms, TileMapLayer and GridMap generation, MultiMesh population, chunk streaming, procedural resources, save/load, and verification of generated worlds. --- # Procedural generation Separate deterministic data generation from scene realization. Store the seed and configuration, create only under a generated owner root, and support teardown without scanning or deleting unrelated nodes. Keep a chunk boundary and budget before generating large content. | Need | Read | | --- | --- | | Seeds, random streams, replayable layouts | [seeded generation](references/seeded-data-generation.md) | | Grid and tile world construction | [TileMap and GridMap](references/tilemap-gridmap-generation.md) | | MultiMesh, chunks, lifetime and budgets | [instancing and chunks](references/multimesh-chunking.md) | | Resource persistence and load validation | [resource save/load](references/resource-save-load.md) | Use `godot-performance-qa-export` to measure generated content and `godot-mcp` only for the bridge's supported scene operations and run validation.