53 · Procedural · 2D and 3D

Seeded noise

The same seed always makes the same world.

Math.random gives a different world every run, so you cannot share a cool map or reproduce a bug. A seeded random generator plus smooth noise (Perlin, simplex or value noise) turns a single number into the same terrain every time, and layering octaves adds natural detail.

←→ moveN seeded on/off · E new seed◀ ▶ to walk

Try this: Note the hills by the flag, walk far right, then come back. With Math.random() the hills have changed. Turn on Seeded and they are identical every time. New seed gives a new, repeatable world.

Position 24 mSeed 7

Walk far right, then back to the flag: the hills have changed.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Generate terrain from seeded noise: build the noise from a dedicated seeded RNG (never the global one), sum 4 to 6 octaves with halving amplitude, keep each chunk under 0.1 s to generate, and save the seed so loading rebuilds the identical world.

43 words · one sentence to paste as is

Where it's used

Common mistakes

Using the global random so runs never repeat, sharing one RNG across systems so any change reshuffles the world, white noise instead of smooth noise, one octave that looks blobby, and not saving the seed.

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