I've added the ability to render the planet as a Mollweide projection (Mollweidge better preserves area, but distorts shapes of continents). You can download it from this post, or up top.
Hyrule_boy: We should always be willing to take a chance on something new. If game developers only relied on tried and tested formulas, we would end up in a world where EA's 2006 release list included 26 sequels and only one original game. How much would that suck?
Oh, wait. EA did release 26 sequels and franchise games last year, and only one original game. How dumb is that? =) Go on, shoot for the stars, make something completely different.
Piers: I'd like to see what you could come up with. You're more than welcome to try... we could even have competing fractal engines down the road. =)
Pedlya: For nonuniform dungeons - mines, for example - the engine could generate them procedurally. For 'constructed' dungeons, yes, the layouts would have to be preplanned. I guess. That is a bummer, isn't it?
Xion: Thank you, but no, I'm not really working on this as a game, so much as just exploring the concepts of fractal world generation. My generated terrain is gorgeous, I think, almost on par with FractalTerrain Pro (though with not as many options). We'll see where it turns up. =)
Knivu: I've seen that demo, and it's truly amazing. Spore, I'm told, uses many of the same concepts. For better or for worse, 3D transformational math is beyond me, so I'll probably be keeping this 2D. But .kkrieger is lovely, isn't it?