Reinventing Minecraft world generation
summary
A year and a half of rewriting world generation produces the Cave & Cliffs-era overhaul: chunked 16×16 generation uses Perlin noise octaves plus three named 2D fields—continentalness, erosion, peaks and valleys—mapped by splines to height and a squashing factor, while 3D noise yields density-based stone/air (positive → stone) and enables cheese and spaghetti caves plus aquifers; worlds remain procedural (one in 18 quintillion possible), run-time generation meets tight performance constraints, and the system ships and works in production.
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chapters (18)
- 0:00Introduction
- 0:51Earth Simulator
- 2:01Scale and Data
- 3:37Procedural Generation
- 6:11Chunk Generation Steps
- 7:33Simple World Generation
- 9:31Smoothing Terrain
- 12:05Adding Water
- 13:00Perlin Noise
- 17:23Multioctave Noise
- 18:53Terrain Shaping
- 21:44Multinoise System
- 25:423D Noise
- 30:04Cave Generation
- 33:20Biome System
- 35:34Biome Configuration
- 39:15Conclusion
- 40:06Q&A Session
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