I can wrap my head around using a 2D Perlin noise function to generate the height value but I don\'t understand why a 3D Perlin noise function would be used. In Notch\'s blog, h
The article says exactly why he used 3D noise:
I used a 2D Perlin noise heightmap... ...but the disadvantage of being rather dull. Specifically, there’s no way for this method to generate any overhangs.
So I switched the system over into a similar system based off 3D Perlin noise. Instead of sampling the “ground height”, I treated the noise value as the “density”, where anything lower than 0 would be air, and anything higher than or equal to 0 would be ground.