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I believe that doing this for procedural generated games along the lines of No Man's Sky is the true future of where we can go for randomly generated worlds. Since a lot of planetary formation patterns we observe here on earth follow fractal-esque patterns, this would be a great application for a powerful generator like this one.



The risk with procedurally generated stuff is that it can feel adequate but soulless to the game player.

There can be a hybrid approach where, at development time, a bunch of procedurally generated assets are cranked out, and then a human artist hand-picks the best specimen and uses it as a starting point for a manually created asset.




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