ID:1611875
 
How would you write a biome generation algorithm to smoothly transition from one region to the next? Especially when you want waterways on the map?

I was thinking pick a point and begin generating the biome. At each point a probability of a certain type of turf being made at that location exists, starting a chain reaction of the turf next to it being created. As the biome gets larger and larger, these probabilities vanish to zero. When a turf fails to be created, it will stop the chain in that direction. Then, when you move to make the next biome, begin by filling up the neighboring gaps to the planned "center" of the new biome. Then continue generating turfs as you did in the first one. My issue with this method is that it makes for a polka dot pattern quite easily in my head (though I haven't coded it up to test it).

Thoughts?
With perlin noise you can get stuff like this:



and then use the values to generate the map and you should get something that looks like it has different biomes transitioning from one to the next.
Ever thought about something like this? Dwarf Fortress style.