Re:No Man’s Sky Is A Huge Procedurally Generated Sci-Fi Expl...
by fhars on Sunday December 08, 2013 @07:00AM
(#6869542)
Procedural generation along similar lines has been used successfully for most of the vegetation in Pixar's "Brave", see http://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-J... for some background.
Every environment you see in this video will probably look roughly the same: http://www.youtube.com/watch?v=RNVgVl6v6YU
The reason is because most programmers simply do 'procedural' gen like "if desert, then X. If temperate, than Y. If..."
But you can achieve much more interesting results by using weighting instead of special casing.