Terrain: generate 200 x 200 interpolate x 10 in each direction this map will be 1 km resolution Useful for macro sim pick points to place mountains at use curves to generate rivers in data for gameplay, interpolate x 100 in each direction in memory for local areas to player finally chunks are 16 x 16 x 16 sines going in x cosines going in z at different frequencies, with modifiers based on the percentage of each biome in the current coordinate add the sines + cosines to the current interpolated height Have a couple different instances of simplex noise at different frequencies and amplitudes that get phased in/out based on biome 2d perlin noise where "activation zone" is only values >0.9 when in activation zone x,z, have 3d perlin noise down to a given point that carves cavities ^should generate earthen pillars