@Chock - re CryEngine3
Basically it (CryEngine3) depends on assets and scripts (and compiled code) stored in files, which are loaded, processed etc (I am sure you are somewhat familiar with the basic mechanism of these types of game engine)
No reason why those assets cannot be generated procedurally in memory and loaded into the engine at runtime. It's a hybrid solution, where fixed assets are generated on the fly, rather than the slicker approach of the COBRA engine, which has PG built-in.
I know this can be done (in principle), because I have done it with the older Freelancer game engine, which relies on fixed asset files and scripts.
All within the limits of the game engine, of course.
Yup, but I'm assuming that with around 39 million Bucks at their disposal, or at least whatever's left of that after they spent s***loads on making all those cheesy pseudo-TV talent shows, that SC will be utilising CRYENGINE (note the caps, i.e. the current fourth generation version of it, where they started dropping the iteration number, not CryEngine 3). A commercial developer license with a royalty deal for that engine is what, a million Bucks maybe? Well within their price range, however, how suited is that to the task? I dunno.