Any tips on large worlds that are seamlessly tiled?
For example: Dwarf Fortress generates a huge planet. Typical fractal terrain, erosion passes, temperature passes, rainfall etc. However, when playing, you are confined to a small region that’s much more highly detailed than the overworld map. There are different zoom levels and when switching between the regions at maximum detail, geographic accidents are preserved. If you are walking along the coastline, after traveling north there will still be coast on the same side in the next region. Mountain ranges preserve their shape, and so on.
This world must be millions of tiles wide. Is it all generated at the maximum zoom level, then zoomed out for the general views? This seems like it may be pretty slow.
If not, is it some low-detail version of the world generated and then “filled in” with detail as needed, only generating the low-level geography when the player accesses a particular region? How would this be accomplished?
Also. On 4X games with procedural maps, such as Civilization, you can often choose different styles of maps that, I’m assuming, are all different generation algorithms (or at least same algorithm with different input parameters). One style would generate current Earth-like continents, or pangea supercontinents, or island worlds with many small landmasses and the rest mostly covered by ocean…
Is there a technique to seamlessly combine these different styles into one big world map?
Let’s say I want part of the adventure to take place in a continental desert, so the algorithm generates that, but then the player travels to the coast, then by sea to a nearby “province” that’s an archipelago of islands. Is there a way to combine these different generation styles and ensure they remain consistent when you zoom out to see the entire world map? (i.e. no “cheating” borders between regions nor harsh transitions, respecting the planet-wide climate model etc)