I was worried that this would completely destroy the sweet flowing hills of the current version,
but these results are somewhat promising.
Here's the same island after the current methods have been applied:
I'm going to allow the average function to break layer boundaries,
which should get rid of those odd y-axis jumps.
Don't worry, upward smoothing hasn't been added yet.
Once it has, the bottom should closely mirror the top.
Also, the random variation function will be rewritten before I put it back in.
That's why the map looks relatively uniform.
Check back for progress periodically,
I feel like dev-logging.
EDIT: Okay, so I found a solution for those y-barriers,
which was to add a rule that prevented ground from rounding out beneath them.
These maps generate extremely fast, but I still need to add in upward smoothing.
Here's a screenshot:
EDIT: I finally have upward rounding working,
so this is a semi-finished product now.
Now that I have some sort of functioning generator,
I'm going to experiment with alternate initial geometries.
EDIT: Okay, so there is mixed news.
The bad news is that the maps currently take twice as long to go together.
I'll be hunting for some way to reduce this.
The good news though,
makes me all toasty inside.
Complex land formations! Yay!
Here, see for yourself:
Those are two land plates nearly contacting!
That is the sort of complex structure the old method can't do.
Now it supports full 3D multi-leveled maps!
You could have 3 plates stacked on top of each other,
and it would generate half-way correctly.
EDIT: Guess what this is:
EDIT: Here's some progress:
I've got material selection working correctly,
now all I need is some sort of depth deciding function.
That will be the hardest part.
EDIT: Okay, I shoehorned the old depth test into the new system:
Not bad?