procedural-generation
Procedural content generation engineering in Unity C# - seeded deterministic generation, noise, algorithm selection (BSP, cellular automata, drunkard's walk, wave function collapse, L-systems, Poisson-disc, graph grammars, tile versus voxel), validation passes, data-first generation pipelines, chunking and time-sliced streaming, Mesh API basics, Burst and Jobs options, authored hybrids, saving as seed plus deltas, debug tooling, and testing with fixed seeds. Load when building or debugging level, terrain, dungeon, or item generators.
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