Progress is slow, but still existent. That's what you get when you go the tech demo route at first.
The good news is that I'm starting to pull things together into a single code base. The bad news is that I'm being extra paranoid about the structure of the code (that was the entire point of the tech demo route, remember?) AND I also had an annoying amount of trouble getting the perlin stuff working. Well, to be fair, that's still not 100% working.
I wanted to have more control over pre-shaping the noise than a pre-built Perlin implementation wanted to give me. I'm also looking at evaluating a 3d+2d hybrid for perlin noise that has the potential to look awesome. Both of those heavily suggested that I write my own perlin with an extra amount of control in various points. I had a lot of very very stupid bugs in there that I am annoyed at myself for letting stay so long, but it's mostly working now.
The current considered-official code base consists of the following:
1) Game Modes. Right now these are menu and world. The important thing is that the structure supports switching between modes, where the core handles as much as it can, but hands off quite a lot to individual modes.
2) Main Menu. This is still very hackish. There's one main menu whose main job is to remind me of the menu options I want. One of the menus goes to a bogus submenu so I could figure out how to do that. Exit exits. New game goes to the game mode. There's no saving currently implemented, so continue does nothing.
3) Game mode generates a single block of land. I can change the size of the land (I am currently unsure what size blocks I will use in the final version). I can press enter to regenerate back at detail level 1 (what it starts on). I can press space to add another level of detail until I hit the maximum.
Next potential destinations:
1) Real shadowing of the generated land.
2) Making land generation generate more than one block.
3) Land simplification, as a precursor to LOD.
4) Material functions to determine what's rock, what's dirt, etc.
5) Add physics in so as to test my idea for physics-based water and see if it works (this is unlikely, as I will want more land to play with, so #2 is likely a required precursor).
6) Add mouse support to the menus to learn how I want to properly handle that and so I'm not accused of "consolifying" things.