To me it's definitely still one of the better approaches for believable landscape/island generation and forms the basis to what I'd call a damn-near perfect solution[1].
Amit's articles are an awesome gamedev resource that get reposted from time to time (with good reason). Bookmark is recommended, the canonical link is:
Example of other topics of interest there: Hex Grid implementations, Why piecewise circles are better than bezier curves in generating curved roads, and a 2D visibility algorithm.
3 comments
[ 0.20 ms ] story [ 13.1 ms ] threadA very nice article nonetheless.
[1]: http://experilous.com/1/blog/post/procedural-planet-generati...
http://www.redblobgames.com/
Example of other topics of interest there: Hex Grid implementations, Why piecewise circles are better than bezier curves in generating curved roads, and a 2D visibility algorithm.