Build procedural content systems (terrain, dungeons, levels, loot) with the right algorithms (noise, WFC, BSP, grammars), controllable randomness, and seeds for reproducible, designer-tunable generation.
## CONTEXT I want to generate content procedurally (terrain, dungeons, levels, item/loot tables, or biomes) so my game has variety without hand-authoring everything, but I need the output to be controllable and reproducible rather than random chaos. I keep producing generators that either look noisy and incoherent or…
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