Mountains, Cliffs, and Caves: A Comprehensive Guide to Using Perlin Noise for Procedural Generation
Procedural generation is everywhere—you’ve probably encountered it without even realising. It’s what gives in-game worlds their rolling hills, jagged cliffs, and winding cave systems. And at the heart of it all is Perlin noise: a special kind of randomness that isn’t entirely random at all. It’s smooth where it needs to be, rough when we want it to be, and endlessly customizable.