I like the sound of this project, every thing about it really.
Is the programming posting still available? I'm not sure if I fit criteria, I am not expert on noise but I am familiar with all the terms you mentioned.
I do not have an extensive collection of projects to demonstrate my ability, however luckily the last thing I demoed was a procedural galaxy, see;
Cloudy bit is perlin.
if you care more detail on myself is on this very category; http://www.gamedev.n...ng-for-project/
On a side note, have you considered the marching cubes algorythm? which if you are unaware would make your world smooth instead of voxely. I don't know maybe you like the whole voxel thing, just you seem to be going a more realistc look than say minecraft.
sadly i havent really come across "marching cubes" but i have indeed heard of it
maybe ill check it out
its never too late to change how cubes are stored, i guess, even if it means some major rewriting
btw. this project has had ALOT of people wanting to join, only to realize the scope and length, and then proceed the "fade out"
i guess its the nature of such an endeavour, but its also getting old and its also very disrespectful to us who work so hard to make this happen.
and yes, i guess a generator-guy post is still open, though since not everything can be generated, and since the world just simply has to be static (but also very large)
the world is going to have to be modeled, if only to reduce traffic between nodes, clients etc.
but, generators also create some pretty unbelievable stuff with the right layering, so if you are willing to put a respectable amount of effort into that aspect, then yes you will be very welcome
the initial outline of the world should be shaped by a generator, and then tweaked on by editors
considering this, the generator doesnt have to be optimized and watered down as it used to be, which makes room for some very interesting stuff
right now, it still is being depended on 100%, which means one could start right off the bat generating new and interesting enviroments
i'd also like to add:
the world is going to be divided into nodes ala EVE online, and that system is already in prototype stage. wether or not 1 continent per node is never going to be set in stone
the multiplayer is just begun upon by me, but im struggling with some bugs, which after that is fixed ill have to go over every line of code (30k lines!) in the engine itself
just to make sure it's not stupid code, streamline it, rewrite stuff, sort stuff into files (i have stupidly long code files!) and after all that ill implement the multiplayer part more seriously
another aspect that seriously lacking is models, animation and all that.. but the renderer is very hard on my laptop as it is, so hopefully i can figure out something to make it faster