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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

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54m 19s logged

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).

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Ship #1

I made a game where you can generate your own planets by inputting a set of values. You can customize the colors, how dramatically elevation changes, you can customize the clouds, you can do a lot of things. More information on what each value does can be found in the itch.io description and the GitHub page.

  • 5 devlogs
  • 4h
  • 14.14x multiplier
  • 62 Stardust
Try project → See source code →
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1h 37m 10s logged

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.

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51m 14s logged

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).

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55m 24s logged

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.

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