rules give the content structure (”mountains are made of stone”, “trees grow on grass”)
randomness gives variety. for example, you can use a pseudo random number generator’s source of decisions. everytime the genearator needs to make a decision, you can have the RNG to make the decision
to determine if a chunk should have a lava lake → chance (yes/no) r < 0.3
to determine a tree height, we could pick a value within a range min + r × (max − min)
noise are mathematical algorithms that produce pseudo-random, smooth, and natural-looking patterns. we use noise so that nearby inputs give similar outputs, so that the random function is “smoothed” and there are no sudden jumps between neighboring points
if we used raw randomness instead of randomness + noise, we’d get static everywhere, where let’s say for example you get a desert block next to a snow block next to a jungle block in a minecraft biome
parameters help shape the character of the output (size, amounts, ranges, frequencies)