"The exact formula I use is a bit involved (and secret!), but it evolved slowly over time as I worked on the game. It still uses the 2D elevation and noisyness maps, though."
Head over to his blog to check out the full article as its rather large! He also mentioned that he's going to detail more about the generation of the following in upcoming articles -
- Caves and Large Features
- Trees, Lakes, and Small Features
- The nether!
Hope you enjoyed this post and thanks for stopping by!