Note: If you want to skip this boring part and read about the actual plans for the next release, jump to part 2...

So, I found a lot of free time last week and I thought it would be a good idea to do some experiments with the simulation before actually starting working on the next version. It didn't go well...

While pondering about what I had said before about my terrain generation process on Reddit, an awesome idea on how to improve it came to my mind. Just to give a little background, I perform multiple passes using Perlin Noise to generate each of the features of the terrain: landmasses, mountain ranges, rainfall, temperature, etc. I was never fully satisfied with the way I use Perlin Noise to generate mountain ranges due to how they never seem to mesh well with the generated landmasses. The new method would allow me to generate mountain ranges molded around existing landmasses by actually calculating the contact points between continental plates. Thus giving a better impression of these ranges being the result of collisions between continental plates as in real life.

Just for comparison sake lets take a look at a world generated using the old algorithm: