[QUOTE=sqiddster] @cesisco all the world generation code is in one group - it's called 'world generation' or something.
Basically, I resize a grid of random noise with bilinear (smooth) filtering, then threshold it to black and white. The reason it never blocks the player is because the threshold favors white more than black - this is controlled by a variable (forget what it's called).[/QUOTE]
Ok thanks, i'll dig into it one more time.