How can we make realistic-looking continents? This project (and Minecraft, which looks similar, in virtue of using Perlin noise the same way) result in interesting and varied terrain for an RPG, but the terrain looks otherworldly or artificial if you zoom all the way out. The same variety that keeps the game from being boring when you're a human-sized observer makes it chaotic and noisy when you have a satellite's vi…
What goes wrong if you just use Perlin noise for a height map and pick a "sea level" threshold? That also has the advantage of giving you an interesting seabed, if you have the ability to see underwater. You'd still want various kinds of local mutation to create interesting features, though. For inspiration, you might look at how games like Angband and Crawl combine procedurally-generated overall level design with pr…
I had tried to avoid this by doing Perlin noise + distance from the center of the map, which makes an approximately-circular "continent" with an okay coastline. Amit Patel's article says "we can draw the coastline any number of ways," which is true - I'm just wondering what those ways are.