Quote Originally Posted by Vareck Bostrom View Post
I meant binary morphological erosion - the opposite of morphological dilation. https://en.m.wikipedia.org/wiki/Erosion_(morphology), not terrain erosion from weathering processes.
Thanks for clarifying! The result of applying morphological erosion to landmasses in this case though seems like it would be fairly similar to a simple distance-from-ocean threshold (if somewhat smoother), and obtaining distances from nearest ocean is something that would already be worthwhile in and of itself.

Quote Originally Posted by Azélor View Post
Not just lines but fill the whole landmass. I know it's another step but it should not take long to do. Whether it's worth it or not depend on the complexity of the algorithm, which a have absolutely no idea.
It would save on running time, though the amount it would save by, while not insignificant, would still be marginal in that similar steps in terms of computational expense would still be necessary to construct other data (like distance from nearest ocean). It is an option though.

Quote Originally Posted by Azélor View Post
To be honest, I don't know what CUDA or OpenCL are.
They're frameworks for parallel programming on GPUs (they're a bit broader than that but that's what I take to be the suggestion for their use here). Since there are a lot of individual data units (e.g. pixels) with similar operations being performed on each, if and when we aim to make any automated system for climate generation more efficient it's potentially a very good candidate for such parallelism.