2D tile random map generation

I have been reading through this article ( http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ ) on how to make a polygon map generation but i have no idea how to even go about doing this, any suggestions?

The way i want my map format to be saves is each pixie will be a tile in the game based on its hex value (Would be converted to a .data file in the future)

Well, one way to do basic terrain is to use Perlin noise (or Simplex, but for 2D, they’re basically the same), and between some values set the tile type. But that’s the most basic terrain generation, it’s mostly useful only for, for example, distinguishing between land and water. I haven’t gotten to design this subject in my game yet, but I’ve thought about it before.

Is there a way of doing this but with a seed generation? so as the player progresses they can continue to expand the map rather then it being generated once

[quote]Is there a way of doing this but with a seed generation?
[/quote]
That’s what perlin/simplex noise allow you to do. Set a seed at the beginning, and then get persistent noise values at any x,y position when ever you need them.

What i currently do do pull noise (im also following these guys work http://www.java-gaming.org/index.php?topic=31637.0 ) is doing this function, how would i go about the seed business?

public static float[][] generateSimplexNoise(int width, int height) {
float[][] simplexnoise = new float[width][height];
float frequency = 5.0f / (float) width;

	for (int x = 0; x < width; x++) {
		for (int y = 0; y < height; y++) {
			simplexnoise[x][y] = (float) noise(x * frequency, y * frequency);
			simplexnoise[x][y] = (simplexnoise[x][y] + 1) / 2;
		}
	}

	return simplexnoise;
}

You can see right here what my implementation is for my 3d world. The code example I provided is generating a heightmap, but I’m sure you can adapt it to your needs. Also in the same Chunk class, I also use simplex noise to generate terrain types (also under com.longarmx.smplx.world on my Github)