working on stuff. implemented a simple simplex noise terrain generator in unity that works p quickly and gives p nice results
now i just have to figure out the best way to make this work better for a game map that requires a lot of continuous water




guess i should probably go more so for "islands" than "continents" on a smaller map scale like this
edit: made it look a bit prettier

edit: added a mask which will apply a gradient to the values based on their distance from the centre of the map, either from the centre or from the edges.
this is the same map with the mask applied from the edges (left) and from the centre (right) tending toward -0.2 with sea level at 0 (noise output ranges from -1 to 1)


obv works the other way around too; you can make it tend towards higher values. tending toward 0.2 with sea level at 0:

