And, something somewhat off-topic but still shockingly very on-topic - does anyone else realize how much "procedural" has become a buzzword/major marketing part of gaming/game dev lexicon lately? It seems that ever since that word/phrase <procedural generation> it has been used for many things and in many cases it makes no sense. Like "procedural damage" - that really doesn't make any sense. It should be dynamic damage if you are expecting variable outcomes from variable inputs. 30mm cannon putting holes in thin skin, blowing away major supporting elements, while little .22 just puts holes in the thin skin and maybe ricochets about inside. Of course this could be expanded on so much, but it just seems like since NMS "procedural <whatever to describe something that isn't set in stone>" is the marketing fluff and it truly makes no sense because in most cases procedural is being misused when the proper term is dynamic. A dynamic damage model is constantly evolving, changing, very rare to get the exact same thing.
The reason I bring this up is because it has become a very core part of the phrases CR uses to promote his, to date, borked up CryEngine tech demo. So, it just lends even more credence to the fact he doesn't know what he is talking about or even doing.
Procedural is very vague word.
I would use " realtime computed damage by the full law of physics. LOD depending to compute power , with complex materials"
Red factor games had simple version of it but what was destructable are wall that have a very uniform material and very recognisable if Wall is destructable.
Bullit holes like Scifi TV show remake of BSG.
Well decade back when first and last PPU cane out with PhysX sdk former novodex.
There was clothes physics. Metal sheet is like clothe with more extreem dampening. And as such simulating sheet metal is posible but it heavy feature.
Problem with very complex dynamic results of destruction everything must be stored where player can remember what damage there was. The reason it not done it to resource but also compute heavy and realistic complex materials are not done yet.
Procedural is very old there are even specialised middle ware using it like speed tree.
Also any game can use a mix of PCG old Elite is pure game ED is hybrid and SC will use some PCG to.
I prefere to do as much PCG as I think space craft to have large quantity of complex types you need PCG there to.
In era of Space faring and trading races there would be the result of spacecraft from centuries and many races and nations so milion different types. It screems for PCG.
Having few dozen spacecraft types to choose from is not realistic.
ED ships are build to famous iconic ones.
SC ships are build to having very appealing look
Not my thing spacecraft should be funtional and function and simulation should dictate looks.
That my preference. Which I miss and have not seen in any game.