2 ms·
I made a generator for non-infinite worlds(specifically, Ace of Spades 0.x, which is a 512x512x63 colored-cube space) that created "faucets" for land and water,
by chipsy 11y ago
I made a generator for non-infinite worlds(specifically, Ace of Spades 0.x, which is a 512x512x63 colored-cube space) that created "faucets" for land and water, flood filled a low-res "biome" tilemap from them, and then applied some noise and interpolation to the tilemap, plus some heightmap modification to make a river. The larger number of passes creates a very "hand-generated" result, although a careful observer will discern that the edges are all slightly rectangular. One of the major benefits of the biome approach is that I could define the average height and deviations of the heightmap, making it easy to position mountains adjacent to flat open fields.
I've never seen the Perlin approach as being sufficient for making terrain that is _realistic_, since real terrain is shaped through iterative processes, not analytic ones.
[0] Example: http://imgur.com/txVfRYV http://imgur.com/txVfRYV