It needs to perform the operation on few and fewer pixels when you are turning hilly into mountainous so it wil just take a few seconds. To generate the first two layers it needs to go through the whole grid (200x200 pixels) for a couple of iterations so that is the most expensive.
For practical implementation in games you can actually perform this on 20x20 pixels, then enlarge and make it smooth with an interpolation function. This would take maybe a second or two in total on a below average system
Yes, you could go pretty high. But I turned the number of levels into an integer parameter. In the output I drew it was fixed to 3. I could definitely have picked a higher value :o)
It needs to perform the operation on few and fewer pixels when you are turning hilly into mountainous so it wil just take a few seconds. To generate the first two layers it needs to go through the whole grid (200x200 pixels) for a couple of iterations so that is the most expensive.
For practical implementation in games you can actually perform this on 20x20 pixels, then enlarge and make it smooth with an interpolation function. This would take maybe a second or two in total on a below average system
Ah yeah I see. And I imagine with a 200x200 grid, it is large enough to get pretty high mountains, isn't it?
Yes, you could go pretty high. But I turned the number of levels into an integer parameter. In the output I drew it was fixed to 3. I could definitely have picked a higher value :o)