I just finished watching a live-coding session (from 2 years ago) by Inigo Quilez (ex Pixar), where he constructs an entire ray-marched landscape using only maths (mostly SDFs) in pure GPU shader code.
I remember being blown away by something similar on the venerable Commodore Amiga in the early 90s. Can't remember the name of the app, but you'd adjust a few parameters and line by line a terrain may would appear.
I ported his code to a macOS screen saver back in the day, but I see I haven't updated it since macOS 10.6… I guess the chance of it working on a Apple Silicon Mac isn't anywhere near 100% :P
Oh wow, that came out when I was in university. I often think about that series of articles and the little tricks and techniques he used to simulate the feeling of a city at night - almost entirely via artifice and very little intentional design. I always found these dirty little tricks in graphics super interesting.
I don't think it was this tutorial, but something similar I did around 2006 after completing a year of games programming study. Generating noise as height maps, mapping height ranges for texture blending and creating these terrains had me hooked on programming. Sadly, web development was just a lot more lucrative, so I dropped C++ for C#, and only done games dev as a hobby every now and then. I love these kind of tutorials though, same with Open GL NeHe, Game Programming Gem books, GPU Gems, etc. Good times!
Yet another "Hey, this reminds me of a similar thing" contribution: Sean Barrett (of the STB header-only libraries fame) has a series of coding livestreams going over his OpenGL voxel rendering library and sort of turning it into a game:
its interesting... but i do wonder how we went from planet scale and infinite terrains in the earlier 2000s and late 90s down to "lets just do one little square". granted this looks a lot prettier...
Story and dialogue heavy games did well in the market, and work-intensive art assets like voice acting made it so these couldn’t scale through procedural generation. Ultimately there’s less call for big empty spaces.
The stream: https://www.youtube.com/watch?v=BFld4EBO2RE
The demo: https://www.shadertoy.com/view/4ttSWf