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Voronoi polygons as plates is probably going to be the best way for me to go - rather than adding a circle, we can just add the distance from the nearest "land"
by presidentender 11y ago
Voronoi polygons as plates is probably going to be the best way for me to go - rather than adding a circle, we can just add the distance from the nearest "land" polygon, and sum the noise with that. It doesn't get us interesting geology (which it sounds like you're doing brilliantly) but it will avoid the thousands of little rivers without oceans that we see with straight Perlin noise.
- eropple 11y agoOh, that was for an old project I'm not working on anymore. I'm experimenting a similar thing to create a "modern world generator" thing for a survival roguelike (a heavy tendency toward squared polys in many places, breaking up much more in suburban and rural areas).
- MacDegger 11y agoAnother way is to tile Simplex 4D fractals, with the different levels generating different scales of detail, then do erosion-by-way-of-flooding due to heightmap/rainshadow calculations.
- eropple 11y agoThat's a really interesting idea, but I'm having trouble visualizing it. Have an example in action?