Yeah yeah.. You’ve heard it all before. Terrain generation. Perlin noise. All that jazz. Yes, well, I have gone and done it again, and I have used this attempt at 2D terrain generation to try and get a better understanding of the control I have over Perlin noise, and how to sculpt it to represent terrain that looks and feels real. I’m using Processing in this example, as its a nice and quick way to get some graphics output and lets me focus on the math side of things.