I'm too fried to think up much of a post today. I'll just post a few pictures of approaches toward planet-wide terrain generation I've tried in past, but haven't liked the results of. They started with a blobby (multiple, overlapping, roughly-circular shapes) supercontinent.
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Split and plates moved randomly |
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Split and move plates toward "points of attraction" using a vaguely gravity-like model |
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Random movement with overlap limitations |
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Movement after splitting was random forced not to overlap. |
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Patterned movement (toward four corners) worked but produced results that were too similar each time |
The next batch had a similar approach as the above examples, but added islands. Again, I wasn't happy with the results.
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Nearly-random movement, with overlap constraints, and islands |
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Another example with nearly-random movement, with overlap constraints, and islands |
The next batch added simple mountain ranges along (roughly) the medial axis of the larger landmasses, and had smaller numbers of randomly-placed individual islands, but added island arcs. I event attempted to simulate Aleutian-like archipelagos extending from continental mountains ranges into the sea. I think that worked out. . . poorly.
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With island arcs and mountains |
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Another planet-wide map with island arcs, mountains, etc. |
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