See for yourself. lib_mg_continental@voxelproof,
Voronoi patchworks are very useful in a number of real-life applications and it's a very interesting and somewhat 'natural' idea to make use of them in terrain generation. But a practical question arises about the unavoidable shortcomings of this method -- how fast is it compared to other mg algorithms used in MT? I guess it's rather slow. Another one is whether you can adapt it to reflect differents kinds of terrain morphology. From your screenshots I take that their easiest and most straightforward use is to generate rolling hills, but, well, I suppose that other procedures do it better (I mean more rounded contour lines of mounds). At any rate an interesting concept, however it's yet to prove its practicability :)
This should work for default from MTG, but I code against my own mod stew. If there are issues with missing nodes, you can update the c_ variables at the top of voxel file to point to whichever nodes / mod you prefer. Currently, only sand, dirt, dirt with grass, stone, and water are used.
Also in that file, you can set the "voronoi_scaled" to true, to view a scaled down version of the voronoi cells.
This was originally coded to lay on top of Termos' Islands mapgen logic, and the code is in place to have the voronoi influence the noise instead of using the voronoi as the terrain itself.
Lots of options, fairly speedy, under 2 second ongen. Help, comments, or suggestions welcome.
Shad
Using Termos' islands logic.
Voronoi as terrain. Note the lack of "rolling hills" versus the above.