I can actually see procedural object generation being a pretty powerful tool, you could export models or textures created procedurally and then use them in something you're manually designing. Especially when it comes to natural things like mountains and trees, it could probably give that variety you need to keep your environments feeling alive. Not sure exactly how reusable a generation code is in itself, though, since many things are only shaped like themselves, and I imagine most generators would only have a relatively narrow span of things they can produce.
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You'd be surprised. I recommend a classic book called The Algorithmic Beauty of Plants. And I've seen other people do fabulous things with procedural 3D, like entire cities with a variety of architectural styles. See some related work in this thread. As for procedural textures, they are already a thing. There's at least one tool hosted right here on itch.io that generates tile art for games starting from simple rules.
As an aside, the term "procedural texture" is more often used for when you specify the optical properties of a material and the software makes it look right -- like in raytracers, though the Wavefront OBJ format also has limited support for that. But as you might imagine, that basically invites procedural generation. And painting a regular texture in memory before applying it to an object is also a valid technique I've seen recommended.
Gwosh, things sure has come a long way the last few years. (I guess having grown up in the age where 64KB ram was a lot makes me narrow-minded or something. I kept using floppy disks well into the 2000s by pure habit, but having a cellphone too close to a floppy apparently wipes its data, so I had to switch over to USB memories to much dismay).
That tool also looks really interesting. Connecting different modules together seems like a really interesting and (infinitely) powerful approach. In fact, it's more or less what the procedural generation engine I'm currently tinkering with does, and it's not very advanced (and only has three steps at the moment), yet it pretty much beats my previous works. Doing that in the general case...
This got me thinking... what if one'd randomly connect different modules together (in a way that makes sense, obviously)? With THAT approach, I can sort of imagine the whole 'the possibilities are endless' thing for general generation.
I'm a bit younger. When I got my first computer, 64K was already the standard...
But I'm not sure what you mean by connecting different modules. Something that would work like the late Yahoo Pipes, or a software synthesizer, except procedurally? That kinda makes me think of genetic programming. Which is, of course, a thing -- and a good thing to think of now and then.