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The machine: all 32 words

Perlin noise

Also said as Gradient noise, Fractal noise, Octaves, fBm

Random numbers that change smoothly, made by Ken Perlin. Add several layers, called octaves, each twice as fine and half as strong, and you get something that looks like hills and rock.

Plain randomness looks like television static. Smooth noise has the large shapes and small details natural things have, and it needs no storage: any point can be worked out on demand.

“Use Perlin noise for the terrain height, 5 octaves at a gain of 0.5. Add a second, slower layer for biomes, so forests and deserts come in large connected patches.”

Minecraft's terrain uses it: Notch has described it as interpolated 3D Perlin noise offset along the height axis. Perlin himself won a 1997 Academy technical award for the technique.

In white noise each value ignores its neighbours, so it looks like static. In Perlin noise neighbours are close in value, so it looks like terrain.

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