It's about as doable as D3D11's terrain or OGLA's terrain.
Proland looks conceptually similar to OGLA terrain, only with more modern design.
Like both DX11 and OGLA, the atmosphere is the good old Bruneton's lookup Rayleigh scattering, and the terrain is classic noise augmented heightmap (with some additions).
But unlike them, the rendering is FSX-esque mixing of terrain type textures by typemaps and vector sets - way more efficient and allows for insane high quality.
It should be easy to incorporate it into one of the graphic clients, even as-is.
And don't expect me to do it - i quit trying to catch up to progress in these fields.