There are a good number of resources available to walk you through it - I would start with this one:
That one is a good introduction to how voxel engines work and creating procedural meshes, and then you will be able to take it your own way from there.
I’m not sure how it’s outdated. The same principles still apply - grouping blocks into chunks and creating meshes based off of those chunks, as well as using noise algorithms to create the terrain.
How is it a bit faster? With 2D simplex noise you only need to evaluate between 3 points compared to perlin’s 4, and in 3D space you only need 4 points compared to perlin’s 8. I find it hard to believe perlin will be faster in any space if both implementations were similarly optimized.
You’re probably right. I will say, though, that I think it doesn’t matter much for the 3D case. I think that how optimized the implementation you’re using is will be a larger determinant of how well it performs.
In my case I use a very well optimized Perlin noise implementation, which tends to perform better than the Simplex implementations I can find based on my personal observations.
And when the guy said things are outdated (not sure how outdated), yes the same principles still apply, however, when Unity 5 came out didn’t they depreciate some of the old things and no longer work now but just a slight different change and work again?