Procedural Generation: How Minecraft Builds Infinite Worlds

Photo: MART PRODUCTION / Pexels
A single number is all it takes. Type a seed into Minecraft's world creation screen and the game can generate terrain out to a border 29,999,984 blocks from spawn in every direction — a playable area of roughly 900 quadrillion blocks, according to the Minecraft Wiki's world border documentation. No artist placed those mountains. No database stores that terrain. A chain of noise functions computes each block the moment a player walks close enough to see it. This is procedural generation: the practice of manufacturing enormous, explorable spaces from small amounts of math instead of large amounts of hand-authored data.
Key takeaways
- Seeds make generation deterministic: the same seed always produces the same world; different seeds produce entirely different worlds, because the seed initializes every noise function the game runs.
- Perlin and simplex noise are the foundational algorithms: smooth, pseudo-random gradient noise creates terrain that looks organic instead of like static.
- Octave layering (fractional Brownian motion) adds detail at multiple scales: summing several noise functions at different frequencies produces continent-scale mountains and pebble-scale roughness at once.
- Since version 1.18, Minecraft generates terrain as 3D density, not a 2D height map — this is what makes overhangs, floating islands, and vertically stacked biomes possible.
- Chunks are generated on demand, in a fixed 16×16×384-block footprint, which is why loading into a fresh world takes seconds rather than the years it would take to precompute a planet-sized map.
What procedural generation is, and what it isn't
Procedural generation (often shortened to "procgen") means content produced algorithmically at runtime rather than placed by hand ahead of time. An algorithm takes inputs — a seed and a set of coordinates — and computes outputs, such as block types, terrain height, or ore placement, deterministically and on demand.
The important word there is deterministic. Minecraft's world generator is not a random number generator spitting out different results every time you visit the same spot. It behaves like a mathematical function: feed it the same seed and the same coordinates, and it returns the same terrain every single time, whether that's the first tick after world creation or the ten-thousandth time you've walked past that spot. This is why a Minecraft world's seed can be shared as a single string of text or a 64-bit number, yet regenerate the exact same mountains, ravines, and villages on a different computer on the other side of the planet.
Because of this, Minecraft doesn't "know" what's in an unexplored chunk until a player (or a loaded entity) gets close enough. At that point, the game runs the generation algorithm for that specific 16×16 column and caches the result to disk. Wander somewhere new and you'll feel a brief stutter on older hardware — that's the generator computing terrain in real time, not loading a pre-built file.
Procedural generation shows up across game genres in different forms:
| Category | What gets generated | Representative games |
|---|---|---|
| Terrain generation | Height maps, caves, biome placement | Minecraft, Dwarf Fortress, Valheim |
| Dungeon and level layout | Room graphs, connectivity, enemy placement | The Binding of Isaac, Hades, Dead Cells |
| Item and loot generation | Stat rolls, affixes, rarity tiers | Diablo, Borderlands, Path of Exile |
| Narrative/history generation | Simulated timelines, factions, legendary events | Dwarf Fortress's world history, Caves of Qud |
| Galaxy-scale content | Planets, flora, fauna, star systems | No Man's Sky, Elite Dangerous |
Table: Common categories of procedural generation in games and representative titles.
This piece focuses specifically on Minecraft's terrain pipeline: noise, chunks, and seeds. For a broader look at how machine learning is starting to replace or augment hand-tuned noise functions in modern procedural pipelines, see Machine Learning and Procedural Level Generation.
Perlin noise: the engine of natural-looking terrain
Before Ken Perlin introduced what's now called Perlin noise, procedural textures looked chaotic. Perlin developed the technique in 1983 while working on visual effects for the film Tron, and won an Academy Award for Technical Achievement for it in 1997, according to the Academy of Motion Picture Arts and Sciences' technical achievement records. Before Perlin noise, computer-generated textures relied on ordinary random number generators, which produce white noise: every value is completely uncorrelated with its neighbors, so the output looks like television static rather than a landscape.
Perlin noise instead produces gradient noise, where nearby points have correlated, smoothly changing values. The algorithm works in a few concrete steps.
- Divide space into a grid of integer coordinates.
- Assign a pseudo-random gradient vector to each grid vertex, generated by hashing the vertex's coordinates together with the seed.
- For any query point inside a grid cell, compute the dot product between each corner's gradient vector and the offset vector pointing from that corner to the query point.
- Blend the four (in 2D) or eight (in 3D) corner values together using a smooth interpolation curve, so the transition across cell boundaries has no visible seams.
The result is a continuous function that looks organic when plotted as a height map: rolling hills and gradual valleys rather than jagged, uncorrelated spikes. Perlin noise remains one of the most widely used building blocks in computer graphics, not just for terrain but for clouds, fire, marble textures, and animation.
Simplex noise, which Perlin developed in 2001 as an improvement, reduces the directional artifacts that classic Perlin noise can show at certain angles, and it scales better into higher dimensions. Many modern game engines use OpenSimplex noise, an open-source reimplementation that avoids the patent restrictions that applied to Perlin's original simplex algorithm.
How does noise turn into a height map?
A single 2D noise function, sampled at a block's X and Z coordinates, returns a value that's mapped directly to a terrain height. Higher noise values mean taller terrain; lower values mean valleys or ocean floor. On its own, though, one noise layer at one frequency produces terrain that's too uniform to feel real, which is why generators stack multiple layers together.
Octave layering: how terrain gets both mountains and pebbles
Flat, single-frequency Perlin noise produces boring terrain: it's all the same scale of bumpiness. Real landscapes combine large features, like mountain ranges spanning hundreds of kilometers, with small features, like individual boulders and surface texture. Fractional Brownian motion (fBm) is the standard technique for achieving that, and it works by summing several noise functions, called octaves, at different scales.
Each octave has two governing parameters.
- Frequency: how rapidly the noise value changes across space. High frequency means small, tightly packed features; low frequency means broad, slow-changing ones.
- Amplitude (persistence): how strongly that octave contributes to the final sum. Large-scale, low-frequency octaves typically get the highest amplitude, since they should dominate the overall shape.
A typical four-octave terrain stack might look like this.
| Octave | Frequency | Amplitude | Effect on terrain |
|---|---|---|---|
| 1 | 1/512 | 1.0 | Continental scale — whether a region is ocean, plains, or mountains |
| 2 | 1/128 | 0.5 | Regional scale — hill ranges, river valleys |
| 3 | 1/32 | 0.25 | Local scale — individual hills and ridgelines |
| 4 | 1/8 | 0.125 | Surface roughness — boulders, small bumps |
Table: A representative four-octave noise stack and the terrain feature each octave controls.
Summing these values at every point produces terrain readable at both ground level and from a bird's-eye view — you get the same landmass whether you're standing in a valley or looking down from a mountaintop. Minecraft's height-based generation before version 1.18 used this exact approach, and the game's "Amplified" world type is simply the same octave stack with the amplitude values scaled up dramatically, which is why Amplified worlds produce absurdly tall, jagged peaks.
From height maps to 3D density: Minecraft's 1.18 overhaul
Terrain height alone can't create everything Minecraft players see today — overhangs, arches, floating islands, and caves that open directly into cliff faces all require terrain that isn't just a single height value per column. Minecraft solved this in the 1.18 "Caves & Cliffs: Part II" update, released in late 2021, by replacing the old height-map system with a full 3D noise-based density function, documented in detail on the Minecraft Wiki's noise router page.
Instead of computing one height value per (x, z) column and filling everything below it with stone, the 1.18 generator computes a density value for every individual (x, y, z) block position. Positive density means solid rock; negative density means air. According to the Minecraft Wiki's technical documentation on the noise router, the game searches from the top of the world downward in vertical steps, looking for the first Y-level where the density function crosses a threshold, and uses that as the initial surface — but because density is computed in full 3D rather than derived from a single height number, the same column can flip between solid and air multiple times as you go down, producing overhangs and floating terrain that a 2D height map physically cannot represent.
This 3D density approach also changed how big a chunk actually is. Since 1.18, the build height in the Overworld runs 384 blocks tall, split into 24 vertical 16-block "subchunks," according to the Minecraft Wiki's chunk documentation. A full chunk column is therefore a 16×16×384 block volume, or 98,304 blocks, computed as one unit whenever a player approaches unexplored terrain.
What is the noise router?
The noise router, introduced in 1.18, is the collection of density functions Minecraft chains together to decide, for every block position, whether it's air, stone, an ore vein, part of a cave, or part of an aquifer, before biome-specific surface rules (like grass on top of dirt) are applied. It's effectively the wiring diagram connecting raw noise output to final terrain.
Why do Minecraft caves look like connected tunnels now instead of blobs?
Pre-1.18 caves were carved from height-map terrain using simple 3D "worm" tunnels that often felt disconnected and random. The 1.18 density-function system generates two distinct cave noise types — "cheese caves" (large, open caverns) and "spaghetti caves" (long, winding tunnels) — as their own density functions layered directly into the main terrain density, which is why post-1.18 cave systems read as continuous networks rather than isolated pockets.
Minecraft's biome system: temperature, humidity, and altitude as noise dimensions
Terrain shape and biome type are computed separately in Minecraft, and combining them is what produces the game's variety — a snow-capped mountain, a jungle river, and a desert canyon can all use the same underlying density function, just with different biome-specific noise parameters layered in.
Before 1.18, biomes were determined by two independent 2D noise values, commonly described as "temperature" and "humidity" or "rainfall." Those two values were mapped onto a lookup table: hot and wet produced jungle, cold and dry produced taiga, temperate and moderate produced plains, and so on. Terrain generation within each biome then used biome-specific parameters layered on top of the base noise.
The 1.18 update expanded this into what the game's own generation documentation calls multi-noise biome source parameters — five separate axes: temperature, humidity, continentalness, erosion, and weirdness, plus depth for underground biome variation. A block's biome is chosen by finding the closest match in this multi-dimensional parameter space, which is why biomes can now change vertically as well as horizontally: a lush caves biome can sit directly underneath a desert, because altitude (via the depth axis) is one of the inputs deciding biome identity, not just an afterthought layered onto a 2D map.
The seed system and why it makes worlds reproducible
The seed is a 64-bit integer that initializes the pseudorandom functions driving every layer of generation: base terrain noise, biome noise, cave carving, structure placement, and ore distribution. In Java Edition, that gives roughly 18.4 quintillion (2^64) possible distinct starting values, though of course many seeds will produce visually similar-looking worlds since they're all built from the same underlying noise algorithms and parameters.
Minecraft also accepts text seeds — type in "Glacier" or a phrase of your choosing, and the game hashes that string down into a 64-bit integer, which then drives generation exactly the same way a numeric seed would. Once set, the seed controls a long list of downstream outcomes:
- Where noise values fall at every coordinate, and therefore terrain shape and biome placement.
- Where structures — villages, ancient cities, strongholds, temples, ruined portals — spawn.
- Ore vein positions and density.
- Tree, plant, and vegetation distribution within each biome's allowed set.
This reproducibility is what powers seed-lookup communities. Third-party tools such as Chunkbase let a player type in any seed and preview the entire generated world — including exact stronghold coordinates, spawner locations, and rare structure placements — without ever opening the game. Speedrunners running "Set Seed" categories memorize specific seeds with strong nearby resources for consistent, optimized runs, because the deterministic pipeline guarantees the same layout every attempt.
Can two different seeds ever produce identical worlds?
Technically yes, but the odds are astronomically small. With 2^64 possible seeds feeding into a chain of independent noise functions across dozens of parameters, no documented seed collision — two different seeds producing identical terrain over any meaningful area — has ever been confirmed by the Minecraft community.
Performance: why "infinite" doesn't mean "instant"
Generating a near-planet-sized world on demand only works because Minecraft never computes more than a small, bounded slice at once. Chunks are the unit of work: a 16×16×384 column, generated, lit, and cached the moment a player or loaded entity gets close enough to need it. Chunks that no longer have anyone nearby get unloaded from memory (though the generated data stays saved to disk), which keeps memory use roughly constant regardless of how far a player has explored.
This is also why multiplayer servers with many players spread across a large map put more strain on hardware than a single-player world of the same size — every simultaneously loaded region of chunks needs terrain generated, lit, and simulated (crop growth, mob spawning, redstone ticks) independently. Server administrators commonly pre-generate chunks in a defined radius around spawn specifically to avoid the stutter of on-the-fly generation happening during normal play, trading disk space up front for smoother real-time performance later.
No Man's Sky: procedural generation at astronomical scale
Hello Games' No Man's Sky, released in 2016, pushed procedural generation to a scale far beyond a single planet. The game was built to contain more than 18 quintillion (2^64) uniquely generated planets, each with its own terrain, atmosphere, flora, and fauna, a figure Sean Murray discussed in interviews around the game's launch, according to reporting from the Daily Dot. Murray illustrated the scale by noting that discovering a new planet every second would still take roughly 584 billion years to see them all, a comparison covered by CNBC at launch.
The generation approach differs meaningfully from Minecraft's flat noise stack. Rather than sampling one noise function directly into block placement, No Man's Sky uses a layered, rule-based system: high-level parameters are assigned to a planet first (size, atmosphere type, geological classification, biome family), and those parameters then seed progressively more detailed sub-generators. An "aquatic" world classification cascades down into ocean-dominated terrain with underwater shelving; a "toxic" classification cascades into jagged volcanic terrain and colored fog, per descriptions of the system from Hello Games and contemporaneous game journalism covering the algorithm.
Creature generation works on the same cascading principle. Each animal is assembled from a library of interchangeable parts — head shapes, limb counts, locomotion styles — with proportions, colors, and animation blending assigned procedurally, which is why two players rarely encounter visually identical fauna even on similar planet types.
Why did No Man's Sky feel repetitive at launch despite so much variety?
Statistical variation isn't the same as narrative depth. Every planet in No Man's Sky was different by the numbers, but every planet drew from the same underlying vocabulary of parts and rules, so the game's structure started to feel familiar quickly even as the specific numbers kept changing. Hand-authored games can place a single, unrepeatable moment — a message carved into a wall, a boss fight built around one specific room's geometry — that a purely generative system, by definition, cannot author on purpose. Hello Games has since layered substantial hand-authored content (story missions, base-building systems, community events) on top of the procedural foundation, which is the direction most large-scale procedural games have converged on: use generation for scale, use authorship for meaning.
Where hybrid systems fit in
Not every procedurally generated game relies purely on noise functions. Hades and Dead Cells combine hand-designed room templates — each one built and playtested by a human level designer — with a procedural system that decides how those rooms connect and what enemies populate them on a given run. This hybrid model captures a real tradeoff: pure noise generation (Minecraft's terrain, No Man's Sky's planets) scales to enormous, explorable spaces but can't guarantee handcrafted moments; template-based procedural generation guarantees quality per room but caps the total amount of unique content at what a design team can author.
Dwarf Fortress takes a third approach entirely: rather than generating terrain from noise or arranging pre-built rooms, it simulates centuries of in-world history — wars, migrations, the rise and fall of civilizations, individually named legendary artifacts — before a player ever starts a game, and the terrain and social structures a player discovers are the output of that simulated history rather than a spatial noise function. Games that lean on emergent NPC behavior, like pathfinding-driven crowds and enemies, run into a related but distinct set of engineering challenges; see How Pathfinding AI Moves NPCs for how that system decides where computer-controlled characters go once the world itself has already been generated.
What people get wrong about procedural generation
A common misconception is that procedural generation means "random." It doesn't — Minecraft's terrain generator is deterministic, not random, and that determinism is the entire point. A true random-number-based generator would make seeds meaningless, since the same seed could produce a different world every time. The "randomness" in procedural generation lives entirely in how the seed is chosen at the start; everything downstream of that seed is a fixed, repeatable calculation.
Another common misconception is that more procedural variety automatically means a better game. Loot generation systems illustrate this well: variable, procedurally rolled item stats can feel exciting specifically because of intermittent reward psychology, not simply because the numbers are different each time. For a deeper look at why randomized rewards feel compelling even when they're mathematically unfavorable, see Why Random Loot Feels Rewarding. The lesson carries over to terrain: novelty on its own doesn't create engagement — Minecraft's generation is compelling because the noise-based terrain is paired with clear player goals (build, survive, explore) that give the generated space purpose.
A third misconception, common among newer players, is that Minecraft "creates" an entire world file the moment you click "Create New World." It doesn't. Only the spawn chunks are generated up front; everything else is computed the first time it's needed and then saved.
FAQ
Q: Does Minecraft generate the entire world when you create a new one? A: No. Minecraft generates a small area of spawn chunks initially and computes the rest of the world in 16×16×384-block chunks on demand as a player explores near unloaded terrain. This on-demand generation is why moving into brand-new areas can cause a brief stutter on slower hardware, while previously visited chunks load instantly from saved data.
Q: Can two different seeds ever produce the same world? A: Technically yes, but the probability is astronomically small. With roughly 18.4 quintillion possible 64-bit seeds feeding a chain of independent noise functions across dozens of parameters, no confirmed seed collision has been documented by the Minecraft community.
Q: How does Dwarf Fortress use procedural generation differently from Minecraft? A: Dwarf Fortress generates entire simulated histories — centuries of wars, migrations, civilizations, and named legendary artifacts — before a player's game even begins. The terrain and social world a player discovers is the output of that simulated history, not the direct output of a spatial noise function the way Minecraft's terrain is.
Q: What is "structured" or "hybrid" procedural generation? A: Some games combine procedural placement with hand-authored content pieces. Hades and Dead Cells use pre-designed room templates built by human level designers, then use a procedural system to decide how those rooms connect and what populates them on a given run. This balances the design quality of authored content with the replay variety of procedural arrangement.
Q: Why did early Minecraft have the "Far Lands"? A: The Far Lands were a terrain artifact in early Minecraft versions, caused by floating-point precision errors that accumulated at extreme distances from the world origin (around 12,550,000 blocks out). Beyond that point, the noise function's math broke down and produced bizarre, glitched terrain. The issue was fixed in Beta 1.8, released in 2011, but the Far Lands remain a well-known piece of Minecraft history.
Q: What changed about Minecraft terrain generation in the 1.18 update? A: Version 1.18, the "Caves & Cliffs: Part II" update released in late 2021, replaced Minecraft's older 2D height-map terrain system with a full 3D density-function system. Instead of computing one height value per column, the generator computes a density value for every individual block position in 3D space, which is what enabled overhangs, arches, floating terrain, and taller, more dramatic mountains.
Q: How tall are Minecraft worlds now, and how is that height organized? A: Since the 1.18 update, the Overworld's build height is 384 blocks, organized into 24 vertical 16-block "subchunks" that together with the 16×16 horizontal footprint make up a full chunk column of 98,304 blocks.
Q: Are Minecraft's ore veins procedurally generated the same way as caves? A: Yes. Ore veins, introduced in 1.18, use the same underlying noise techniques as "spaghetti cave" generation. Copper veins generate thickest between Y=20 and Y=30, and iron veins generate thickest between Y=−40 and Y=−28, which is why miners target specific depth ranges when hunting for each resource.
Q: Is No Man's Sky's planet generation the same algorithm as Minecraft's terrain generation? A: No. Both use noise-based math, but No Man's Sky layers a rule-based, cascading system on top: high-level planet parameters (size, atmosphere, biome classification) are chosen first, and those parameters then seed more detailed sub-generators for terrain, flora, and fauna. Minecraft's terrain, by contrast, comes from a more direct chain of noise functions computing density and biome values at each coordinate.
Q: Why do procedurally generated open-world games sometimes feel repetitive despite enormous scale? A: Because statistical variation isn't the same as narrative depth. A generator built from a fixed vocabulary of rules and parts will keep producing outputs from that same vocabulary no matter how many combinations exist, so structural patterns become recognizable even as specific numbers change. Games that pair procedural scale with hand-authored moments, missions, or story content tend to avoid this fatigue better than purely generative systems.
The takeaway
Minecraft's "infinite" world isn't a trick of storage, it's a trick of math: a 64-bit seed feeds a chain of deterministic noise functions that compute terrain, biomes, caves, and ore only when and where a player actually needs them. The 1.18 update's move from 2D height maps to full 3D density functions is the clearest evidence of how much more expressive that math has become since Perlin noise's introduction in 1983 — overhangs, floating terrain, and vertically stacked biomes simply weren't representable in the older column-based system. Compare that to No Man's Sky's cascading, rule-based planet generator, and the core lesson holds across both: procedural generation buys you scale, not meaning, and the best implementations know exactly where to stop leaning on noise and start leaning on authored design.
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About the Author
SciHub101 is an independent science and technology publication founded and edited by Buğra Sözeri, a software engineer and app developer based in Türkiye. AI tools assist with drafting and research. Source documentation in the existing archive is uneven, and articles are being reviewed and corrected. The Editorial Team byline identifies editorial responsibility; it does not certify specialist or independent human review. Where we compare products, anything built by our own team is labelled as such — see the editorial guidelines and About page for how corrections and disclosures work.
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