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Detail textures, step 3 (continued)

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Ysaneya

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I'm probably going to hell. It's soon midnight, and i haven't done any progress in the past two hours.. i've been too busy.. tweaking some parameters, then exploring the planet. You can get lost so easily, i doubt i'd be able to find again the exact location of all the places i'm taking into screenshots. But here are two new ones that i found interesting:




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I have few questions and I apologize in advance if they have been answered before:
How are you creating the planets? I mean the most forward way of creating spheres consists in using polar coordinates and fixed size intervals which results in better tesselation (read more vertices per surface area) around the north and south poles and far less details around the equator. However from the look of your planet everything seems to be perfect as in we're looking straight into a slightly bent surface with uniform tesselation everywhere.

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However from the look of your planet everything seems to be perfect as in we're looking straight into a slightly bent surface with uniform tesselation everywhere.


The basis is made of six "global" planet faces, forming a cube. Each face is subdivided into many terrain patches, using geomipmapping. Each patch has a heightfield, generated on-the-fly using perlin noise and diamond square. The geometry is created by deforming each vertex from the cube onto a sphere, and then displacing that sphere with the heightfield. This solves the problems at the poles.

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Does your earth like planet feature deserts and more importantly: oceans?


Yes, it has oceans. I haven't implemented deserts yet, but these will come (plus some other types of terrain), to make different areas on the planet more varied.

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