ESC
开源 6 分钟阅读

开源项目 procedural-pixel-creatures:用 Godot 程序化生成像素生物,95% 代码由 Claude 一句提示词写成

开发者开源了基于 Godot 4.5.2 .NET/C# 的像素生物生成器、动画框架与基因工作台:体型、肢体、配色、绑定与动画全部由代码程序化生成,无预制素材、可离线运行。项目称约 95% 代码由 Claude Opus 5.5 根据单个提示词完成,支持九大族群、基因编辑繁育与最多 100 只生物同屏地形模拟。

来源:GitHub

Procedural Pixel Creatures

100 procedurally generated creatures in a living landscape

A pixel creature generator, animation framework and genetics workshop built with Godot 4.5.2 .NET / C#. Body shapes, limbs, faces, colors, markings, rigs and movement are generated in code. There are no premade creature sprites or AI-generated source images. After the initial setup, the application runs offline without an AI service.

Explore nine creature families, edit their genes, breed new variants and watch up to 100 creatures roam a landscape with hills, cliffs and underwater habitats.

Built primarily with Claude Opus 5.5 from one initial prompt, followed by refinements with GPT Astra. The author’s estimate is roughly 95% initial prompt and 5% follow-ups.

Quick start

  1. Clone this repository or choose Code → Download ZIP on GitHub.
  2. Extract the ZIP into a writable folder on Windows 10/11 x64.
  3. Double-click Start.cmd.

The launcher downloads missing tools, builds the project and opens the workshop. You do not need to install Godot or .NET yourself, choose executable paths, or run as administrator. The first setup needs an internet connection; subsequent starts reuse the downloaded tools.

What it does

ModeFeatures
WorkshopEdit individual genes, lock traits, reroll the rest, undo/redo, inspect rigs and foot contacts, and preview animation with a fixed camera.
GeneticsGenerate four animated offspring with adjustable mutation strength, or combine two compatible parents.
OverviewGenerate 1–100 creatures, filter by family or archetype, keep favorites during rerolls, and send any creature back to the editor.
Test areaExplore five map sizes with terraced hills, slopes, cliffs, vegetation and ponds. Land creatures follow the terrain; aquatic creatures swim below the water surface.
ExportSave versioned JSON presets, transparent PNGs, or sprite sheets with animation metadata and a playback preview.
FrameworkUse the engine-independent C# core or Godot CreatureActor in your own project. Plantfolk demonstrate how to add a family through the public extension API.
Workshop100-creature overview
Gene editor and animated preview100 generated creatures in the overview
Living terrainUnderwater swimming
Terraced habitat with a mixed populationAquatic creatures swimming below the surface

The nine families are quadrupeds, humanoids, reptiles and dragons, arthropods, winged creatures, serpents, aquatic creatures, slimes and tentacled creatures, and plantfolk. Variation changes body structure as well as appearance. Humanoids also receive procedural clothing, armor and equipment. The repository includes 54 sample genomes: six per family.

Eight variants per family, generated by the application

Animation includes standing, walking/running or anatomy-specific movement, actions, hit reactions and rest. Creatures support eight facing directions. Seeds and separate anatomy, color, pattern and motion streams make results reproducible for a given generator version.

Requirements

PlatformSetup
Windows 10/11 x64Automatic setup through Start.cmd. PowerShell 5.1 and a graphics driver supporting Godot’s Compatibility renderer are required.
Linux / macOSInstall Godot 4.5.2 .NET and a .NET 8 SDK/runtime yourself, then use the shell scripts below. The current release was validated on Windows.

The Windows launcher pins Godot 4.5.2 .NET and uses a compatible installed SDK/runtime pair or downloads a private .NET SDK 8.0.425. Official Godot/Microsoft archives are checked against pinned SHA-512 hashes and stored in .tools/. Environment changes apply only to the launcher and its child processes. A generated, project-local NuGet.Config points to Godot’s bundled packages.

Allow a few gigabytes of free space for tools and build caches.

Starting

Windows commandOpens / does
Start.cmdWorkshop
Start.cmd overview100-creature overview
Start.cmd testareaInteractive test area
Start.cmd editorGodot editor with the selected .NET SDK available
Start.cmd -PrepareOnlyDownload, build and import without opening the app
Start.cmd -NoBuildReuse the last build; build once if missing
Start.cmd helpLauncher options

On Linux/macOS, set GODOT to your Godot .NET executable if it is not named godot on PATH:

export GODOT=/path/to/godot
bash scripts/start.sh             # Add --overview or --testarea
bash scripts/check.sh --quick

On Windows, failed starts leave the console open with the error. Fix the reported issue and run Start.cmd again; interrupted setup can be retried. Logs are under %APPDATA%/Godot/app_userdata/Procedural Pixel Creature Workshop/logs/.

Working in the Godot editor

Run Start.cmd editor to open the project with the correct toolchain. Press F5 in Godot to run the workshop. The main scene is workshop/Main.tscn; the minimal integration scene is examples/minimal_integration/MinimalIntegration.tscn.

The main project builds optimized C# even in Debug because creature rasterization runs on the CPU. After changing C# code, rebuild through the editor or restart with Start.cmd.

For integration, copy addons/procedural_creatures/ into another Godot .NET project and follow the minimal example. Copy addons/procedural_creatures_plantfolk/ too if you want the ninth family. The architecture guide describes the registration hooks.

Exporting a game build

This repository is a source release. In Godot, install the matching 4.5.2 .NET export templates and add a Windows Desktop or Linux preset through Project → Export. Export into build/, which is ignored by Git. Follow Godot’s export documentation for platform requirements. Native release binaries are not included or validated by this source package.

Controls

Workshop and overview

InputAction
F2Switch between editor and overview
F5 in the workshop / G in the overviewReroll
Ctrl+Z / Ctrl+YUndo / redo in the editor
Ctrl+S / Ctrl+OSave / load a preset in the editor
1 / 2 / 3Stand / walk / run
Q / ETurn
Space / RAction / rest
H / P / N in the editorHit reaction / pause / single simulation step
Click; double-click or Enter in the overviewSelect; open the selected creature in the editor
F in the overviewToggle favorite; favorites survive “Reroll, keep favorites”
Ctrl+wheel in the overviewChange integer zoom

Test area

InputAction
WASD or arrow keys; ShiftMove the controlled creature; run
Tab / click a creatureChoose a creature to control
Space / R / HAction / rest / hit reaction
+ / − or population buttonsChange population from 1 to 100
Page Up / Page DownIncrease / decrease map size
N / GGenerate a new map / reroll the population
Mouse wheelZoom
Right- or middle-button dragPan the camera
FFollow the controlled creature again
M / click the minimapToggle minimap / move camera there
F1 / EscToggle controls / return to workshop

Files

Presets use the versioned ppc.creature JSON format. A seed reproduces a creature with the same family and generator version; saved genomes retain edited genes and separate random streams. Sprite sheets include JSON describing directions, frames, pivots and timing. See serialization and export.

Saved presets and exports default to Godot’s user:// directory. On Windows this is %APPDATA%/Godot/app_userdata/Procedural Pixel Creature Workshop/. These files are separate from the repository and are not removed by rebuilding it.

Project layout

PathPurpose
addons/procedural_creatures/Core/Engine-independent generation, genetics, rigging, animation, rasterization and export
addons/procedural_creatures/Runtime/Godot actors, asynchronous generation, rendering and texture uploads
addons/procedural_creatures_plantfolk/Example extension family and sample genomes
workshop/Editor, overview, genetics UI and terrain simulation
examples/minimal_integration/Small Godot integration example
tests/Core/runtime tests, benchmarks and sample export verification
scripts/Automatic Windows setup, launchers, checks and source packaging
tools/core_harness/Console harness for the core without Godot
docs/ARCHITECTURE.mdFramework architecture and integration details

The architecture guide explains generation, animation, rendering and terrain integration.

Self-tests

powershell -NoProfile -ExecutionPolicy Bypass -File scripts/check.ps1

This builds and imports the project, runs the 17 core tests with 100 seeds per family, then runs 28 Godot self-tests headlessly. Add -Quick for 10 seeds per family. Tests include deterministic golden values, genetics, export round trips, terrain/water clearance, population changes and stable workshop preview framing. Reports go to the ignored reports/ directory; failures return a nonzero exit code.

The engine-independent tests can also run with just the .NET 8 SDK:

dotnet run -c Release --project tools/core_harness -- test reports all 100

GitHub Actions is configured to run the full checks on Windows for pushes and pull requests.

License

MIT, copyright © 2026 idlerunner00. Algorithm attributions and applicable third-party terms are preserved in THIRD_PARTY_NOTICES.md.