claude

procedural-generation

Procedural generation: noise terrain, BSP and cellular automata dungeons, Wave Function Collapse, seeded randomness, and solvability checks.

79 on GitHubby Diego Bodartv2.0.0MITupdated 1 month agogaming
/

Plugin procedural-generation from marketplace claude-code-game-development in HermeticOrmus/claude-code-game-development. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (1)

  • procgen-patterns

    Procedural generation code: FastNoiseLite terrain, a BSP dungeon generator, a cellular automata cave generator, a seeded room populator, and a solvability validator. Use when implementing or debugging procedural levels.

Slash commands (1)

  • /procedural-generation:procgen

    Generate terrain, dungeons, or content placement procedurally, or validate generated output

Subagents (1)

  • procgen-engineer

    Use this agent when generating game content procedurally: noise-based terrain, BSP rooms, drunk-walk or cellular automata caves, Wave Function Collapse tiles, seeded reproducible worlds, or balancing procedural variety with authored intent. It also defines quality checks so generated levels stay pla

View source on GitHub ormus.solutions

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