Feature scale
How zoomed-in the terrain is. Higher values pack in smaller, more numerous
hills; lower values give a few broad landforms that fill the screen.
Auto-adjusts to screen width so hills stay the same size on phone and
desktop — narrow screens just show fewer of them.
Contour levels
How many elevation slices are drawn between the lowest and highest ground —
like the spacing of iso-lines on a real topo map. More levels = denser rings.
Octaves
Layers of noise detail. Each octave adds finer wiggles riding on top of the
bigger shapes: 1 is smooth and blobby, 6 is craggy. Cost rises with each layer.
Scroll response
How much the landscape transforms per screen-height of scrolling — the
distance traveled through the noise field's third dimension. Low = subtle,
almost subliminal drift; high = the terrain visibly churns as you scroll.
Glide
How quickly the terrain catches up to where you've scrolled. Lower values
lag behind and settle dreamily after you stop; higher values track the
scrollbar almost instantly.
Grid detail
Resolution of the height-sampling grid the contours are traced from.
Higher = crisper, more faithful lines but more work per frame; lower is
chunkier and cheaper.