Reminds me of a great stack exchange post, "What are some ideal algorithms for Rogue-like 2D dungeon generation?", although the popular algorithms for dungeons and the like always seem less seed generated, for some reason.
Re:Procedurally Generating Islands (2017)
by beders on Saturday September 08, 2018 @05:45PM
(#17942946)
Is anyone aware of a generator that uses simulation of geological processes?
Volcanic processes, raising/sinking plates, followed by erosion, creating rivers, lakes, elevation/temperature based vegetation?
Reminds me of a great stack exchange post, "What are some ideal algorithms for Rogue-like 2D dungeon generation?", although the popular algorithms for dungeons and the like always seem less seed generated, for some reason.
https://gamedev.stackexchange.com/questions/2663/what-are-so...
It'd certainly be an interesting project to build.