Thanks, both of water, coast, and mountain colour is done by the shader. What happens is that the terrain simulator exports a number of images as parameters. These are the height the water but also the temperature, the gradient, sediment, flow - a whole bunch of stuff. Then I run that through a programmable shader and that says things like, if its just above the sea level then shade it with sand, a bit higher and it has vegetation then put down trees, below the water line we have sea. There are about 50 of those rules and textures so we have sea weed, wet sand, dry sand, sand dunes, right up to moorland, rock, snow and some other odd ones. So I can change the whole look of the map by changing the shader rules and textures but I dont have to draw the colour in by hand at all. So like I said at the top, doing 3D is more work up front but a whole lot less now that I have it.
I think I had seen that link but its been ages since I ran it. Running it is not too impressive but I think the code and the fact its done in GL shaders is pretty cool. His explaination of how he is doing it nearly matches up with my way. Were both adding rain and then trying to level out the water and the amount of water transferred across pixels forces different amounts of erosion and the amount of eroded material is taken up as sediment which is then dropped out depening on flow rates. I am also tracking temperature and vegetation and a couple of other things but thats essentially how mine works.
I guess it could be released but its not something I have any plans for. If I can ever get this working on the GPU and can find a set of pareters that make for nice terrains given a guided input then I would probably release it as a black box and put a GUI on it to make these terrains. No plans to do that job tho as it would be hard work.
Oh yeah me too. I do have a particular liking and enthusiasm of these community projects. My mapping app was designed to bring a lot of maps of differing resolutions and styles together so since I have it I have historically done the CWBP overall maps. I think ill probably do this guild world as well. Its nice to zoom into the individual maps at full res and then maybe people will also map some of the cities within them too. If you have not seen my infamous "horses ass" vid on you tube then check out... (Edit: I got that wrong you need to look here instead). That was my old section within the first CWBP we all did. Also I rather like the beach on that Galtini Island - thats what it would look like with the shader if run up close enough.