Hi
I’ve done a few projects before, but I doubt any as ambitious as my current one, however, before I get started, there’s one thing I need to learn how to do.
So lets say I want to randomly generate maps, (in full 3d, using heightmaps) how can I have unity create a random heightmap on the spot aqnd then pretty much just push it into existance?
Also, for good old complexity, how would I have things like caverns under the ground, or different materials making up the land (generated randomly, but grouped in small bundles)
I understand I really havn’t stated this very well…Just ask if your not sure you understand what I mean…
I hope someone can help
Thanks very much
Jay
Oh minecraft, the biggest thing I love about you is the new interest in procedural terrain 
For starters, most heightmaps are going to be pseudo random - that is it’s random, but still has order to it. The most common method of generating a pseudo random image is either Perlin or Simplex. Once you have that generated than how you do your terrain (or whatever you need it for) the possibilities expand very heavily.
Some people use multiple Perlin images to generate their terrain, right now I’m only using 1 generated image, and a few effects.
http://clanbom.com/forum/index.php?topic=70.0 is an example of my first unity terrain generation. It’s poorly made but I liked the results.
As for caves, that’s up to you. You’ll need a top layer for terrain, than figure out a way for caves to exist. For example…
Generated Perlin #1. Any values between 0.5 and 0.52 is a cave.
Generated Perlin #2. Contains floor height.
Generated Perlin #3. Contains ceiling height (height added to floor. Clamped by top layer. Or if it passes top layer, simply have that section non-existant)
But a method like this will only create bubbly rooms, not tunnely ones (like minecraft). So you may also use 2 generated perlins instead of 1 to figure out if a cave exists or not.
If you’re planning on making the world as the player moves than you’ll need to understand how random values work (and more importantly how to generate the same ones).
The transition between caves and regular terrain (especially walls, floors, ceilings) will have some tricky UV work.