Thank you both for your great reviews !
Yes, indeed, it's just a huge empty playground, but the view is quite stunning the first time you link there... Especially if you're unaware of what to expect, I guess.
And yeah, the world has a limit - it's just freaking huge (3.6 square kilometers, to be accurate. EDIT: meh, I don't even know what a square kilometer is. 3.6 is the length of one of the four edges of the terrain. So the actual surface is 13.4 square kilometers).
It would be possible to teleport the avatar back to the other end without the player noticing, but I don't think that's required due to the time it takes to walk from one side to the other.
I can see why you most likely have the initial link land us in the middle.
Putting the link-in-point in the middle has a few advantages: less lag, you can't see the world's edge, which also means you get to see a seemingly endless landscape.
But there is also the fact that the middle part is much more detailed than the outer ones are - you can notice a seam where the mesh goes from "relatively high detail" to "low detail".
This is because I liked the very far horizon, but also because neither Blender nor Uru can handle that many vertices - Blender and PyPRP kept crashing when they were too close to their memory limit.
About the lag: keep in mind that at the edges, your PC has to deal with 1.3 MILLION triangles, and has to blend 8 different textures together
I was quite impressed to see Uru could handle it relatively fast - faster than Blender does anyway.
That's where the fancy Level of Detail system would be perfect - this means replacing objects far from the avatar with simpler ones using only half or a quarter of the polygons.
Problem is, PyPRP doesn't have this option, and this means having multiple versions of the terrain loaded in Blender and Uru - meaning more loading time and possibly easier crashes.
Randomly created environments are interesting to create something new and very big in just a few minutes, and thanks to the randomness of geometry, you end up with interesting paths, caverns, and so on.
To be honest, this terrain is nice, but to my eyes it's not as good as the previous one, which had even more caves, canyons and archs
But the last one didn't have any of the UV-mapping required for the textures, which means it was only grey-shaded (this resulted in moon-like, alien landscape).
- Show Spoiler
Unfortunately, even though it is fun at first, random terrains become boring quite fast. They require having more "unique places", meaning place lakes, forest and grassy hills in flat places, and arid rocks in mountainous areas (along with manmade villages and constructions to explore, that is). Part of it can be done automatically, but the rest requires an artist's creativity.
As for customization: because of how the underlying algorithm works, absolutely any type of landscape can be generated, from the arid mountains in Mexico's deserts to asteroid fields, including huge cavern networks such as D'ni - no kidding.
The hard part is knowing how to configure the whole damn thing to get what you want
really, the program is just a basic, generic framework for you to experiment any combination of mathematical functions.