Ok, you clicked and now you're here, thank you for joying us in this adventure, down the procedural rabbit hole.
The most common answer to procedural generation are, it's faster, you get more, however it's boring and copy paste. Hand crafted is a slow process but at the end, the result will be more interesting and realistic.
I need to step in here, that is just not correct, we have seen in this very forum many examples of interesting PG. The so called problem are rooted some where else. First we need to be sure we talk about the same thing. PG has been use in many applications, and we all know PG from older games. Some were good, other not so good.
Lets go down into the rabbit hole.
The entrance
On the fly GPU generation, this is not a new technique, this has been around for some time now. As our CPU and more important GPU power increase, we will be able to make more complicated models to generate.
This project was from 2002, however there are even earlier projects.
Infinite Fun Space
The arrival
The paper was released in 2007 and the video uploaded in 2010.
[video=youtube;-DBNPlYWGa8]https://www.youtube.com/watch?v=-DBNPlYWGa8#t=26[/video]
Wont you stay for tea?
Physically-based Detail Generation.
I believe that ED use this method, maybe combined with other magic tricks.
Erosion, plate tectonic psychics, well Erosion we can't see right now, so we will need to leave hydrology out for now. For the interested reader, read all about it here.
A small video simulation of the tectonic plates.
[video=youtube;bi4b45tMEPE]https://www.youtube.com/watch?v=bi4b45tMEPE[/video]
"My dear, here we must run as fast as we can, just to stay in place"
Rock's, you can't make rocks. Rocks must be made by hand crafting, because it will not look like a rock if its PG. Well ok, I hereby give you rocks.
Rocktools, yes that tool was made a long time ago, and it can make some very nice rocks.
Rocks add immersion, and they are also interesting from a geo-structural POV.
The Queen
Maybe it's here the head is chopped off, however before that, we need to read the massive paper, including fascinating math regarding PG and how much work that actually is needed to do it right. My point is that if done right, the outcome will be as outstanding as mother nature or pretty close.
I give you the,
Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware
Thank you for your attention, wish you a great day.
The most common answer to procedural generation are, it's faster, you get more, however it's boring and copy paste. Hand crafted is a slow process but at the end, the result will be more interesting and realistic.
I need to step in here, that is just not correct, we have seen in this very forum many examples of interesting PG. The so called problem are rooted some where else. First we need to be sure we talk about the same thing. PG has been use in many applications, and we all know PG from older games. Some were good, other not so good.
Lets go down into the rabbit hole.
The entrance
On the fly GPU generation, this is not a new technique, this has been around for some time now. As our CPU and more important GPU power increase, we will be able to make more complicated models to generate.
This project was from 2002, however there are even earlier projects.
Infinite Fun Space
The arrival
The paper was released in 2007 and the video uploaded in 2010.
[video=youtube;-DBNPlYWGa8]https://www.youtube.com/watch?v=-DBNPlYWGa8#t=26[/video]
Wont you stay for tea?
Physically-based Detail Generation.
I believe that ED use this method, maybe combined with other magic tricks.
Erosion, plate tectonic psychics, well Erosion we can't see right now, so we will need to leave hydrology out for now. For the interested reader, read all about it here.
A small video simulation of the tectonic plates.
[video=youtube;bi4b45tMEPE]https://www.youtube.com/watch?v=bi4b45tMEPE[/video]
"My dear, here we must run as fast as we can, just to stay in place"
Rock's, you can't make rocks. Rocks must be made by hand crafting, because it will not look like a rock if its PG. Well ok, I hereby give you rocks.
Rocktools, yes that tool was made a long time ago, and it can make some very nice rocks.

Rocks add immersion, and they are also interesting from a geo-structural POV.
The Queen
Maybe it's here the head is chopped off, however before that, we need to read the massive paper, including fascinating math regarding PG and how much work that actually is needed to do it right. My point is that if done right, the outcome will be as outstanding as mother nature or pretty close.
I give you the,
Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware
Thank you for your attention, wish you a great day.
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