La génération procédurale a la cote, et entre les mains d'Introversion, ça va être terrible !
Alternatively, I could write a few hundred lines of code and generate the entire mountain and hills procedurally, using fairly easy to understand mathematics.
I can control the amount of detail I am generating – more detail doesn’t cost any more to produce than less detail. As the years roll by and the standards rise, CPU power increases and higher and higher detail landscapes can be generated with exactly the same algorithms.
Mountains and hills are good examples, because most landscape follows simple mathematical rules and can be easily approximated, but in reality most things can be modelled using algorithms – trees, streets, cities, planets, star systems.
Darwinia made extensive use of procedurally generated landscapes – we designed the landscapes at an extremely high level (eg Mountain here, Flat land here, Water there) and the algorithms did the rest.
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