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/godot-procedural-generation

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Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-procedural-generation

This session only. Nothing lands on disk.

referencesmigration-notes.md

≈768 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-procedural-generation

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • PathFollow2D.lookahead removed — update 2D spline followers on generated paths.
  • MeshInstance3D.create_multiple_convex_collisions optional settings — retune runtime mesh collider baking.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces on generated/imported meshes.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • TileMap layers → TileMapLayer nodes — migrate tile-based chunk/world generators before relying on layer APIs.
  • Skeleton3D.add_bone returns int32; pose update signal rename.
  • Reverse Z depth — update custom terrain/splat shaders comparing depth.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • CSG uses Manifold — non-manifold meshes unsupported; bake proc meshes to MeshInstance3D instead of CSG booleans.
  • FileAccess.store_* methods return bool success — handle chunk save failures.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • TileMapLayer.get_coords_for_body_rid less precise with physics chunking — set physics_quadrant_size = 1 for tile-collision debug of generated worlds.
  • GLTF/BLEND/FBX naming version for non-joint nodes in skeletons — set Import dock Naming Version for instanced props.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks (biome fog, cave lighting).
  • MeshInstance3D.skeleton default empty; SpringBone enums moved to SkeletonModifier3D.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer.area_mask after opening in 4.7.
  • Path3D snap-to-colliders for spline-based road/river generation on terrain colliders.
  • Jolt: WorldBoundaryShape3D.plane.d sign convention flipped — negate infinite floor/ceiling used in heightfield bounds.

Source: SKILL.md on GitHub

1 warning17d5 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    The skill provides a suite of GDScript algorithms for procedural content generation in Godot, including noise functions, BSP trees, and Wave Function Collapse. It follows security best practices, lacks any network or file-system operations, and contains no malicious obfuscation or injection patterns.

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    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    3/3 files flagged

  • ZeroLeaks5mo

    Score: 93/100 · 2 sections analyzed

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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