# Procedural 2D Maps

I’ve been having trouble working on my procedural world project. I can get some have decent terrain but biomes are difficult to implement. They end up just not looking quite right.

I decided to focus on 2D map generation. Focus on the high level concepts of biome placement along with the terrain.

Above is a tool I’ve made using FastNoise, SFML and ImGui. I’m going to use it to quickly iterate over different terrain generation methods.

The program loads parameters from a yaml file and allows adjusting of those values in the parameter window. When the parameters are updated the map display is regenerated with the new parameters.

For example:

FastNoise:
noise:
noise_type: cubic_fractal
fractal_type: fbm
interp_type: quintic
seed: -1026
frequency: 0.02
octaves: 5
gain: 0.577
lacunarity: 1.833
celluar_distance: euclidean

My experience with FastNoise so far has been really good and luckly there is a C# implementation of it. I’ll will probably add it to my unity project and get rid of the inidiviual noise classes.