public WorldQuad GenerateQuad(int x, int z)
        {
            const int maxHeight = 63;
            const int oceanHeight = 30;

            double height = heightNoise.NoiseGeneration (x, z);
            double heat = heatNoise.NoiseGeneration (x, z);

            WorldQuad quad = new WorldQuad();

            quad.height = (int)(height * maxHeight);
            quad.heat = (float)heat;
            quad.isOcean = quad.height <= oceanHeight;

            return quad;
        }
        private float GetNearestWaterDistance(int x, int z, WorldQuad[,] quads)
        {
            int shortest = Int32.MaxValue;

            foreach(WorldQuad quad in quads)
            {
                if(quad.isOcean)
                {
                    int xd = quad.x - x;
                    int zd = quad.z - z;
                    int dist = (int)Math.Sqrt(xd * xd + zd * zd);
                    if(dist < shortest)
                        shortest = dist;
                }
            }

            return 1f - (1f / shortest);
        }
        public void Generate(Chunk chunk)
        {
            WorldQuad[,] quads = new WorldQuad[Chunk.scale, Chunk.scale];
            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    //Generate quads to quad array
                    quads[x,z] = GenerateQuad((int)chunk.GetWorldLocation().X + x, (int)chunk.GetWorldLocation().Z + z);
                }
            }

            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    float dist = GetNearestWaterDistance(x, z, quads);
                    quads[x,z].moisture = dist;
                    quads[x,z].heat *= dist;
                    //Do stuff based on surrounding quads
                }
            }

            for (int x = 0; x < Chunk.scale; x++)
            {
                for (int z = 0; z < Chunk.scale; z++)
                {
                    //Finally set blocks
                    int chunkYOffset = (int)chunk.GetWorldLocation().Y;
                    WorldQuad quad = quads[x,z];
                    Biome biome = Biome.simple;

                    foreach(Biome b in biomes)
                    {
                        if((quad.moisture <= b.moistureHigh) &&
                           (quad.moisture >= b.moistureLow) &&
                           (quad.heat <= b.heightHigh) &&
                           (quad.heat >= b.heightLow))
                        {
                            biome = b;
                            break;
                        }
                    }
                    chunk.SetBlock(x, quad.height - chunkYOffset, z, biome.topBlock);
                    if(quads[x,z].isOcean)
                        chunk.SetBlock(x, 30 - chunkYOffset, z, Block.water);
                }
            }
        }