One of the things I have been working on is Genesis, a procedural content generator written in F#. It generates random names and terrain maps.
The project has almost nothing to do with what I had envisioned when I started it.
Here are some sample maps :
Mountains are in grey, grasslands/plains in pale green, forests in dark green, desert/arid climate in brown and water in blue.
It’s still lacking rivers and lakes and the output isn’t satisfactory. Sadly I think I would need to start over to get realistic terrain generation, which was one of my goal. The main problem is that I used midpoint displacement and noise functions which while good enough for video games don’t generate photo-realistic results alone.
To try and correct that, I devised my own solution using a crude simulation of water erosion rather than look into and implement standard algorithms.
It was a learning experience and a lot of fun but I would have had quicker and better results by copying some existing algorithm.
I don’t know what to do with the project right now as there are other things I want to spend my time on, but I would still like to work on it some more in the future. Maybe take a whole different approach and generate fantasy maps with brushes and icons which are much less detailed.