I've thought about changing things up with the next couple of articles. I thought about writing one or two about generating an entire level or area--not just individual techniques, but a composite of techniques I've discussed so far to generate a whole. A real world application, in other words. Someone suggested I should avoid introduction of completely new techniques into such a set of articles, and deal only with application of already-discussed methods. Probably a good idea.
We'll see how that pans out. In doing this turbulence article, I really felt the absence of 3D elements in the Accidental Engine; some of this stuff is pretty handy in generation of 3D terrain.