• laziestflagellant [they/them]@hexbear.net
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    6 months ago

    Most procedurally generated height maps and textures are made via Perlin Noise and math equations. Procedurally generated dungeons are usually just a bunch of rules deciding where to place human designed rooms on a grid.

    People have historically considered these types of things to be slop, yes, but its not the same thing as machine learning output, pink sludge machine or otherwise.

    • HakFoo@lemmy.sdf.org
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      6 months ago

      There’s also an efficiency factor. Procedurally generated maps worked fine on machines smaller than today’s high-end keyboard controllers. We’re not asking you to heat up the room and fire up extra coal plants for mediocre results.