An alternative approach to world generation using 'worm' algorithms instead of Perlin noise. A worm traverses the world horizontally, randomly moving up or down to trace terrain shapes, making it easy to tune features like mountains, hills, and biomes. The same concept extends to cave generation via 'Perlin worms' that drill tunnels. Key advantages include fine-grained control and layered rule-based design, while disadvantages include lack of chunk-based on-the-fly generation and less emergent randomness compared to noise.

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