University Final Year Project
Realtime Procedural Planet Generator
Content creation has always been a been a issue for games – Especially for larger worlds, more time is required to create the content, and a lot of storage is needed for it! This is an issue for games that require vast universes, such as space exploration games. In this project, I created an expandable framework for providing procedural planet generation for games, and other real-time graphics applications, resulting in an easy system for a near infinite amount of unique planets. It consists of a variety of sub-systems for different tasks, such as dynamic mesh and texture generation, variable level of detail, feature placement and more! I also explore the performance trade-off and considerations that emerge from providing a real-time system for generating procedural content, and how to handle different level of detail.
Want a build for a different platform? Drop me a message!