tunepunk check out this project
dropbox.com/s/azb5fxpcfrzp6m0/animated%20terrain.c3p
It's quite simple to apply to a tilemap really. For each tile you generate a value using it's position, then you do some sort of comparison against the value to decide what tile to place. The example checks if the value is greater than 0.5, and places a tile if it is.
There's a lot of ways to decide what sort of tile to use. You could:
- check what the tile above is ( it generates top to bottom so that's easy ). If air then grass, if grass then dirt, anything else then stone.
- use different ranges from the noise for different materials. 0.5 <= value < 0.6 for dirt, 0.6 <= value for stone.
- if the first noise value is over 0.5 then generate a second unrelated noise value to choose a tile
I also put a couple of other tricks into that example. I multiplied the noise by the height so that a higher value is more likely lower down. You can do similar tricks for creating an island or a lake. Also I'm using a slice of 3D noise to animate it, not very practical in it's current form but it's a nice demo.