Infinite Procedural Terrain Engine

Tried the modification on an original copy of your engine. Terrain is still totally random and different every time, perhaps this means that the randomness is getting introduced inside the Perlin noise functions themselves, IDUNNO. It does however mean I will have to look into the possibility of grafting your texturer shaders on top of Craig’s bakery. For what I’m doing I need consistent terrain to generate, right now as it stands its like that Phillip Jose Farmer novel “The Lavalite World” I need the slope thing for cliff faces and your system seems easier to expand the number of texture levels than Craig’s. Also I should be able to adjust the snowcap level based on latitude easier than with his scheme which I just find too hard to understand let alone modify.