procedural-generationlisted
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