What is the best method for planet generation in a playable game(if any)?
Members - Reputation: 143
Posted 08 June 2012 - 06:17 PM
Members - Reputation: 1514
Posted 10 June 2012 - 03:06 PM
- Search for "terrain generator" to find ideas.
- Look for using simplex noise or perlin noise (both 2D and 3D). This can be used to create mountain and valleys, and it can also be used to create probability of various vegetation.
- Use fractals in combination with simplex/perlin noise.
- Use incremental updates of detail.
- Maybe using multi thread solution, with one thread to compute improved level of detail.
- Algorithms that mimic terrain generation in the real world formation may be more difficult to use to get an incremental level of detail.
Members - Reputation: 119
Posted 14 June 2012 - 01:44 PM
Members - Reputation: 120
Posted 15 June 2012 - 02:51 AM
Hmmm, it could be generation on-demand, it could be bad LOD code, or it could be no LOD (e.g. rendering a squillion polygon planet when you are in space).
Yeah, I was just trying to point out that if it's slowing down that badly, there's something wrong with what he's doing. I can understand something like a temporary slowdown for on-demand generation, but a permanent slowdown would suggest no LOD or bad LOD code, both of which are a bad idea and should be dealt with. I was trying to point out that there's no good reason for procedurally generated planets to permanently slow the game down like that.
Members - Reputation: 109
Posted 16 June 2012 - 12:07 PM
Also, If I help you, please give me an ++