I recently improved the map generation of my upcomming game. I use perlin noise to create an initial primitive map. I then apply tectonic uplift (also from perlin noise) and hydraulic erosion to create interesting continents.
The hydraulic erosion is based on simulating water as fields. Water is created through precipitation. Flows into adjacent cells. Erodes/deposits sediment dependent on slope and water speed.
The algorithm creates interesting branching river networks, and some deltas.
If you wanna know more, check out these videos.
Project page : Terrarray.itch.io
Discord : Discord.gg
Discord code : QXEsdqXySA