I'm a web programmer but I do like the idea of working on games at some point. As an enthusiast, I'm curious:
Is there an accepted terrain building practice in which developers create a generation engine which accepts various seed values to control terrain in a non-random environment?
I'm thinking of a method of, instead of storing gigabytes of map data, just storing a couple of megabytes of seed data, different types of seed data values for each chunk of the map, allowing the client to dynamically generate the map of your desired "design" (Not random gen), with only building and structure component configurations to be saved as map data.
Is there a name for this? It seems like it would be a good method of keeping a game's file size small.