--- name: procedural-generation description: Use when implementing procedural generation — noise-based terrain, BSP dungeons, cellular automata caves, wave function collapse, and seeded randomness in Godot 4.3+ --- # Procedural Generation in Godot 4.3+ 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. --- ## 1. Seeded Randomness Always use seeds for reproducible generation. This enables shareable seeds, replay, and deterministic testing. ### GDScript ```gdscript # 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() ``` ### C# ```csharp 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()` --- ## 2. Noise-Based Generation (FastNoiseLite) `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](references/noise-generation.md) for the basic noise-map recipe, noise-type reference table, and 2D terrain + TileMapLayer walkthrough. --- ## 3. BSP Dungeon Generation 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](references/bsp-dungeons.md) for the full recursive partition + room placement + corridor connection algorithm in GDScript + C#. --- ## 4. Cellular Automata (Cave Generation) 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](references/cellular-automata.md) for the full GDScript + C# implementation with TileMapLayer integration. --- ## 5. Wave Function Collapse (WFC) 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](references/wave-function-collapse.md) for concept overview and a simplified GDScript + C# implementation. --- ## 6. Common Pitfalls | 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 | --- ## 7. Implementation Checklist - [ ] All generation uses a seedable `RandomNumberGenerator`, never global `randf()`/`randi()` - [ ] Seeds are stored with save data so levels can be reproduced - [ ] `FastNoiseLite` frequency and octaves are tuned for the game's tile/world scale - [ ] Large generation is spread across frames or run on a thread to avoid freezing - [ ] Generated TileMapLayer content uses terrain autotiling when possible (not hardcoded tile coords) - [ ] BSP dungeons verify all rooms are connected before finalizing - [ ] Cave generation runs a flood-fill to ensure reachability between key points - [ ] Player spawn point is validated to be on a floor tile, not inside a wall