Also, I doubt it is ready for being made into an actual game, since the terrain isn’t being regularly drawn, because it can slow it down to some degree. This is probably a problem with efficiency, but that is the only way to combat the slowness without completely rebuilding it.
I am proud to present, the new version of the TerrainGen! It now has a bottom GUI with functioning Save/Load features, and the ability to save worlds! I hope you guys like it
Sorry for the long break there @Coder. Here is a simplified version of what it does.
It picks a (pseudo)random value for the first height, between 1 and 500(?), then for each block height after it it does a random value for it that goes like this h2 = h1 + math.random(-hilliness,hilliness), over and over until you get to h19.
The biome values are different though. What they do is something like this; it has an average (which is a parameter you can set), and it either adds or subtracts a variation, depending on if the variation Is positive.
Phew! Sorry if that was hard to understand! You can look at the code if it is easier to understand how it works. It is under the tab generation.