Uploaded January 2016 | Updated September 2026, 2 weeks ago
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain.
A quick summary:
'Octaves' refer to the individual layers of noise.
'Lacunarity' controls the increase in frequency of each octave.
'Persistence' controls the decrease in amplitude of each octave.
If you'd like to support these videos, I have a Patreon page over here: patreon.com/SebastianLague
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain.
A quick summary:
'Octaves' refer to the individual layers of noise.
'Lacunarity' controls the increase in frequency of each octave.
'Persistence' controls the decrease in amplitude of each octave.
If you'd like to support these videos, I have a Patreon page over here: patreon.com/SebastianLague










![[movie jam] Swordfish: Behind the Scenes
A game created for the 2018 movie game jam, which took place over 10 days.
Play the game: https://sebastian.itch.io/swordfish
Source: https://github.com/SebLague/Swordfish
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Support the creation of gamedev tutorials:
https://www.patreon.com/SebastianLague [movie jam] Swordfish: Behind the Scenes](https://i.ytimg.com/vi/zTgpsUFJnlg/mqdefault.jpg)