2D Procedural Terrain Generation

Basic terrain generation using 2D Perlin Noise. Perlin Noise is a function that essentially creates pseudo-random values in a gradient-like manner. By stacking multiple layers of noise (octaves) on top of each other and assigning specific colors to certain value ranges, 'realistic' landscapes can be created.

Each additional octave represents an additional level of detail. The sliders 'frequency increase' and 'amplitude increase' control the amount of detail that gets added with each octave and its impact on the overall map.

The graph at the bottom shows the 1D noise at the selected cross section or the elevation profile, respectively.

You can move the map with your mouse. There is a bug that changes terrain elevation when the map has been moved a certain distance. I have yet to find out the reason for this strange behaviour.

Most important source was Sebastian Lague's YouTube playlist on Procedural Landmass Generation.