[claude] Procedural terrain generation for floating island (#251) #296
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Fixes #251
Adds a seeded Perlin noise implementation and uses fBm (4 octaves) to generate height-displaced terrain for a floating rock island below the glass platform.
Changes:
createPerlinNoise()— seeded classic Perlin noise with permutation tablebuildFloatingIsland()— 90×90 segment plane geometry with per-vertex height from fBm noise, radial edge taper, vertex colours (dark earth → pale rock), and tapered cylindrical underbelly