Erior,
Actually, it would be easier to just have it set each plates type at the beginning and use that to calculate the collision types rather than a varying sea level. Thanks for the suggestion!
I'm not actually moving the continents right now (although the program has the data to do so). My goal is to generate very plausible worlds at a single moment in time rather than modelling the life cycle of a planet over millennia. I envision these worlds being used for games and stories by people who are enthusiastic about the gameplay or plot and characters, and want the kind of background realism that Tolkien created for Middle-Earth, but don't have years to devote to creating it.
On a global scale, I think that realism comes largely from tectonics and climate. In the zoomed in regions I hope to be able to create, I picture erosion and rivers, vegetation, and fractal randomness playing a much larger role. I've looked at a lot of purely fractal terrains and they never seem to feel completely real at larger scales without some additional underlying structure, which mostly seems to be created manually by artists.



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