Overview
At the core of nearly all procedural terrain generation is noise. Not to be confused with audio/signal noise, noise refers to the randomness, or more specifically pseudorandomness, that allows for the generation of new content. Whereas most functions adhere to generating predictable patterns expected by users, randomness purposefully attempts to subvert expectations by creating unpredictable outcomes. While achieving unpredictability may simply involve increasing layers of arbitrary complexity, natural terrain isn’t defined by absolute randomness. Rather, a level of predictability is commonplace; one would expect rough rocky terrain along mountain ridges and smooth sandy deserts. To capture such patterns without predefining terrain requires a balance between randomness and predictability.