Aside from the refreshing fact of this not being yet-another-perlin-noise video, the author makes some good point about feasibility of corrosion algorithms and how those can be heavy <i>and</i> don't work well on a "just in time" generated map.<p>The second solution in particular is fascinating, although it doesn't offer a good solution to generate a seamless heightmap in the current state. I guess that combining that with some Perlin noise to determine which areas get to have starting seed points for the ridges would work?<p>Thoughts?<p>Special mention to the remarkable work of graphics and rendering that is behind the video. Some of those 1-second transitions imply a considerable amount of custom code, from the corrosion examples to the various overlaying heightmaps.