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procedural-generationlisted

Procedural Content Generation (PCG) is the art of creating infinite from finite.
ismael-joffroy-chandoutis/claude-skills-public · ★ 0 · AI & Automation · score 63
Install: claude install-skill ismael-joffroy-chandoutis/claude-skills-public
# Procedural Generation ## Triggers - procedural generation - procedural content - pcg - noise function - perlin noise - simplex noise - worley noise - voronoi noise - terrain generation - dungeon generation - cave generation - wave function collapse - wfc - l-system - lindenmayer - markov chain - roguelike level - infinite world - minecraft-style - seeded random - cellular automata - bsp dungeon - fractal - fbm - octaves - generate level - random dungeon - no man's sky - spelunky generation - dwarf fortress - randomized content ## Patterns ### Layered Noise for Natural Terrain Combine multiple octaves of noise for realistic terrain Creating heightmaps, terrain, natural-looking surfaces ``` # LAYERED NOISE (FRACTAL BROWNIAN MOTION) """ The key insight: Nature has detail at every scale. Mountains have foothills, which have boulders, which have pebbles. FBM simulates this by summing noise at different frequencies. Critical parameters: - Octaves: Number of layers (6-8 typical, more = more detail = slower) - Persistence: Amplitude reduction per octave (0.5 = each octave half as strong) - Lacunarity: Frequency increase per octave (2.0 = each octave twice as detailed) Tuning guide: - persistence 0.3-0.4: Smooth, rolling hills - persistence 0.5: Standard terrain - persistence 0.6-0.7: Jagged, aggressive terrain """ class FractalNoise: def __init__(self, seed: int): self.noise = PerlinNoise(seed) def fbm(self, x: float, y: float, octaves: int