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State of the art in procedural generation?

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So you're saying that they aren't even showing the procedurally generated environments but rather showing a hardcoded world, and then tagging "procedurally generated" to suggest the two are connected (i.e. that the trailer shows procedurally generated content?). Or am I mis-understanding procedurally generated?

But what about the OP?

What is the state of the art in procedural generation?
 

Dr Super Good

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It could be parts of the environment are procedurally generated, as is the case with most games. An example is Diablo III where some areas have procedurally generated layouts from template pre-fabricated components (rifts especially). Another example is TES Oblivion where the terrain layout was all pre-fabricated yet the grass covering the ground and noise masks for LOD were all procedurally generated.
 
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