I am working on an automatically generated (theoretically) infinite 2d world. The grid would be separated in chunks made of thousands of world tiles. We plan to use a perlin noise function to generate the islands and biomes within a chunk so that the chunk is completely deterministic. It means that you need no other data than the chunk seed to know exactly how the terrain look like. But some biomes would be really rare and we don’t want people to be able to predict where they are going to appear. This is why we would like to use a randomly generated chunk seed everytime a player enters a new chunk. We however have a problem:
What if a biome ends at the border of a chunk and the other chunk has a completely different generation. How could we avoid that?