Procedural Planet Generation
- 6 Devlogs
- 5 Total hours
I am trying to code a procedural planet generator that randomly generates planets with certain properties in Godot
I am trying to code a procedural planet generator that randomly generates planets with certain properties in Godot
I had to add a bit of safeguards, more information and instructions, and a color picker because some reviewers couldn’t figure out how to use my generator and were confused why it was temporarily freezing when they set it on the max quality settings (not in a mean way, that’s on me, I should have provided more details on how to use it).
Fixed a few bugs and added UI scaling. I’m almost done with the project, this may even be the final devlog I post on this project.
I fixed a few bugs, (like using the same mesh data tool for clouds and terrain, clouds not generating when radius is too high, and a few other things), nothing too visible. Here’s another demo:
I got carried away again and accidentally finished the project and forgot to write down devlogs😁. Anyway, I tweaked some more things about generation (I think, I don’t remember), added UI, added the generation of custom planets, and I let the user turn the planet with WASD/arrow keys and zoom with +/- or mousewheel.
I got a bit carried away and forgot to post updates. I tweaked the terrain generation, added clouds (that rotate), and most importantly I added color, by modifying the vertex color based on height. The clouds are just simply another “planet” with only 2 terrain colors: semi-transparent white and transparent (RGBA 0 0 0 0).
I created a sphere with editable vertexes and I changed the height of the vertexes with Perlin noise. The way this works is by first getting the mesh data of a normal sphere and creating a new sphere with new vertices generated by a for loop.