Could you point me to any publications on this prodecurally generated details?
I am not at all a coder so unfortunately not familiar with publications.. (most of what passes for coding I have done has been in Matlab in unrelated areas to game design at that though I can read c/have done some little algorithm design in it) But I have heard of such techniques mentioned in various places..
I can do some searching online and see what I come across if you wish..
I am not familiar with fractals (other than having encountered cantor sets) but their key propety is self-similarity.
This is useful for creation of maps for various things (eg. cap-ship surface structures)
But mainly I mentioned it as it is used a lot in cloud generation (eg. in adding dirtiness to detail textures).
Pseudo-number generation is an algorithm I was thinking about so same detail is seen by everyone everytime.
Linear Feedback Shift Registers have the following properties:
1. Consist of a register of length N bits.
2. Starting from a seed register state, at each iteration, a new state of N bits are created.
3. The shift register will step through 2^N-1 possible states in a *repeatable* but highly varying way [browseable bitsream].
4. A lot of different shift registers by specifying simple transition logic.
This allows creation of a vast stream of a browseable bitsream with a given seed.
* Initial seed determined for each object.
* Bitsteam divided into blocks of randomness.
* Most computational cost in browsing bitsteam. Bookmarking of bitsream would help I imagine. Also utilising other cpu-cores.
* Source of repeatable randomness for algorithm parameters.
* orient/resize/place premodelled cap-ship surface detail, wear and tear/realtime scarring.
Perlin noise functions are also used a lot, if I recall, and iare the result of combining simple functions with details at different scales, similar to fractals but with a optional self-similarity.
So this is possible.. no doubt there are infinitely more elegant algorithms specifically designed for this type of thing though, I'll see what I can locate and post..
(as an aside, interestingly, this
behemoth (200 billion star systems

, or so they say) of an engine looks as if it will probably eventually change the way content creation is done, in a few years time).