Procedural Generation
Seeded algorithms, noise functions, and constraint propagation define replayable content generation.
Available Scripts
wfc_level_generator.gd
Expert Wave Function Collapse implementation with tile adjacency rules.
NEVER Do in Procedural Generation
- NEVER forget to seed RNG —
randi()without seed = same dungeon every time. Useseed(hash(Time.get_ticks_msec()))OR expose seed for speedrunning. - NEVER use
randf()in_ready()for multiplayer — Each client calls_ready()at different times = desynced RNG = different dungeons. Use shared seed from server. - NEVER skip validation — Drunkard's walk dungeon with no exit? Playability fail. ALWAYS validate (e.g., A* from start to end) OR regenerate.
- NEVER use noise.get_noise_2d() every frame — Calling noise 10,000x/frame = lag. Pre-generate heightmap in
_ready(), cache in Array. - NEVER use BSP without minimum room size — Infinite splits = 1x1 rooms = crash. Set
min_size(e.g., 6x6) to prevent over-subdivision. - NEVER ignore WFC contradictions — Wave Function Collapse fails when no valid tiles remain. MUST detect contradiction, backtrack OR restart generation.
- NEVER block main thread for large generations — Generating 1000x1000 terrain in
_ready()= freeze. Use worker thread OR split across frames withawait.
func generate_dungeon(width: int, height: int, fill_percent: float = 0.4) -> Array:
var grid := []
for y in height:
var row := []
for x in width:
row.append(1) # 1 = wall
grid.append(row)
# Start in center
var x := width / 2
var y := height / 2
var floor_tiles := 0
var target_floor := int(width * height * fill_percent)
while floor_tiles < target_floor:
if grid[y][x] == 1:
grid[y][x] = 0 # Create floor
floor_tiles += 1
# Random walk
var dir := randi() % 4
match dir:
0: x = clampi(x + 1, 0, width - 1)
1: x = clampi(x - 1, 0, width - 1)
2: y = clampi(y + 1, 0, height - 1)
3: y = clampi(y - 1, 0, height - 1)
return grid
Perlin Noise Terrain
var noise := FastNoiseLite.new()
func generate_terrain(width: int, height: int) -> Array:
noise.seed = randi()
noise.frequency = 0.05
var terrain := []
for y in height:
var row := []
for x in width:
var value := noise.get_noise_2d(x, y)
# Map noise to tile types
var tile: int
if value < -0.2:
tile = 0 # Water
elif value < 0.2:
tile = 1 # Grass
else:
tile = 2 # Mountain
row.append(tile)
terrain.append(row)
return terrain
BSP Rooms
class_name BSPRoom
var x: int
var y: int
var width: int
var height: int
var left: BSPRoom = null
var right: BSPRoom = null
func split(min_size: int = 6) -> bool:
if left or right:
return false # Already split
# Choose split direction
var split_horizontal := randf() > 0.5
if width > height and float(width) / float(height) >= 1.25:
split_horizontal = false
elif height > width and float(height) / float(width) >= 1.25:
split_horizontal = true
var max := (height if split_horizontal else width) - min_size
if max <= min_size:
return false # Too small
var split_pos := randi_range(min_size, max)
if split_horizontal:
left = BSPRoom.new()
left.x = x
left.y = y
left.width = width
left.height = split_pos
right = BSPRoom.new()
right.x = x
right.y = y + split_pos
right.width = width
right.height = height - split_pos
else:
left = BSPRoom.new()
left.x = x
left.y = y
left.width = split_pos
left.height = height
right = BSPRoom.new()
right.x = x + split_pos
right.y = y
right.width = width - split_pos
right.height = height
return true
func generate_bsp_dungeon(width: int, height: int, iterations: int = 4) -> Array[BSPRoom]:
var root := BSPRoom.new()
root.x = 0
root.y = 0
root.width = width
root.height = height
var rooms: Array[BSPRoom] = [root]
for i in iterations:
var new_rooms: Array[BSPRoom] = []
for room in rooms:
if room.split():
new_rooms.append(room.left)
new_rooms.append(room.right)
else:
new_rooms.append(room)
rooms = new_rooms
return rooms
Random Loot
func generate_loot(loot_level: int) -> Array[Item]:
var items: Array[Item] = []
var roll_count := randi_range(1, 3)
for i in roll_count:
var rarity := roll_rarity()
var item := get_random_item(rarity, loot_level)
items.append(item)
return items
func roll_rarity() -> String:
var roll := randf()
if roll < 0.6:
return "common"
elif roll < 0.85:
return "uncommon"
elif roll < 0.95:
return "rare"
else:
return "legendary"
Wave Function Collapse
# Simplified WFC for tile patterns
# Load compatible tile adjacency rules
var tile_rules := {
"grass": ["grass", "path", "water_edge"],
"water": ["water", "water_edge"],
"path": ["grass", "path"]
}
func wfc_generate(width: int, height: int) -> Array:
var grid := []
for y in height:
var row := []
for x in width:
row.append(null) # Uncollapsed
grid.append(row)
# Collapse cells until complete
while has_uncollapsed(grid):
var pos := find_lowest_entropy(grid)
collapse_cell(grid, pos)
propagate_constraints(grid, pos)
return grid
Best Practices
- Seeding - Use seeds for reproducibility
- Validation - Ensure playable levels
- Performance - Generate async if needed
Reference
- Related:
godot-tilemap-mastery,godot-resource-data-patterns
Related
- Master Skill: godot-master