I keep on forgetting to follow this blog - he got some pretty stunning techdemos up an running.
Immortius:
Thats right, and Voronoi Map seems to me like a fitting way.
What I really ment with this quote was that a given initial condition (seed) should result in the same map every time. Not every algorithm will need this seed but will use something thats driven by it. So if we have an algorithm that's searching for landscape features this won't need the seed but the landscape was originally created using it.
Esereja:
There's two things in your post: Lava as most bottom layer seems like a good idea for me. though Ijust would increase lava possibility the deeper you go. Mineral spawns are not yet relevant - this will be a huge topic in some time though.
Next thing is concerning fluid behavior: I really like the idea of lava spreading. Maybe handle it like: the deeper a lava apperance goes the more pressure lays on it and the faster it will spread.
But this will need to go into the fluid simulation thread, not the actual mapgeneration...
I have a general question:
I want to start a rough implementation of vertical chunks asap, but I'm a bit lost in the code. I'm searching for the parts where the chunks are (un-)loaded and what determines when they are (un-)loaded. This would also help me make the world really wrap around.
Another issue we have to face:
The heigthmap is currently 512x512 px which are only 8192 blocks or meters on each side.
I mean we could just scale this map until it fits our demands and then add noises and stuff to make the medium and small scale features.
Any opinions from some compter science guys about performance and possibilities?