public void populate(){
		tiles = new Tile[Map.CHUNK_SIZE][Map.CHUNK_SIZE];
		
		SimplexNoise noise = new SimplexNoise(7, 0.1);
		
		double xStart = chunkXPos * Map.CHUNK_SIZE;
		double yStart = chunkYPos * Map.CHUNK_SIZE;
		
		double xEnd = xStart + Map.CHUNK_SIZE;
		double yEnd = yStart + Map.CHUNK_SIZE;
		
		int xResolution = Map.CHUNK_SIZE;
		int yResolution = Map.CHUNK_SIZE;
		
		double[][] data = new double[xResolution][yResolution];
		for(int i = 0; i < xResolution; i++){
			for(int j = 0; j < yResolution; j++){
				int x = (int)(xStart+(i * (xEnd - xStart)/xResolution));
				int y = (int)(yStart+(j * (yEnd - yStart)/yResolution));
				
				double dNoise = (1+noise.getNoise(x, y))/2;
				int type = 0;
				if(dNoise < 0.495){
					type = Tile.WATER;
				}else if(dNoise < 0.5){
					type = Tile.GRASS;
				}else if(dNoise < 0.525){
					type = Tile.DIRT;
				}else{
					type = Tile.ROCK;
				}
				tiles[i][j] = new Tile(type);
				data[i][j] = dNoise;
			}
		}

	}