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.
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.
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.
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.