Noise generation is now being added to GAMA Platform as a feature to generate in a procedural way textures, mountains, ground. It consists in using gradient noises, reducing heterogeineity caused by randomness. The most famous example might be Perlin Noise developed by Ken Perlin to fight against the machine-like look of the computer graphics. It can be used to simulate clouds, fire, and also different types of textures. In GAMA Platform, we decided to add a possibility for users to combine this tools in order to create elevation grid procedurally generated but still looking realistics, using the x and y coordinates of the cell as a parameter of the operator simplex_generator. But it is also possible to generate a whole world composed of different layers of grid, using the x, y and z coordinates of a cell in the operator improved_generator. Here is a sample result.