Procedurally Generated cave

I’m interested in making a game very similar to the helicopter game where the player is flying through a procedurally and randomly generated environment. I wish to do this in 3D not 2D but from a 2.5D perspective. Pretty much this: The Helicopter Game - Helicopter Games in 3D. Could someone advise me on the best practice to produce the terrain? I.E: should the terrain be pieces of mesh placed together or can you actually generate this with an algorithm and terrain generation tools?

Thanks!

Euden

This tutorial might put you on the right track…