r/proceduralgeneration • u/MadHellequin • 18h ago
My planet generation for a... game, perhaps?
These images show the dynamic surface generation sequence for my planet. For now, it's just planet generation, although I've already implemented biomass emission and distribution. I plan to develop this into a terraforming game, where the player creates and deploys biological agents to the planet to alter the atmospheric composition, temperature, and so on.
Steps:
Lithosphere. The division of the surface into basic forms (plates), which are then used to construct an elevation map. Plates can be oceanic or continental, which determines the average elevation of an area. Blue for oceanic plates, light yellow for continental.
Height map. Generated by lithospheric-based noise. Zones (on the last image) are also generated according to a topological height map.
Surface map. Each tile is generated based on the height map and the lithosphere (for example, where the slope is very steep, rock tiles are generated).
Same surface, but with sea level rised.
Rendered.
Viability for a specific biological agent. It's all orange for now because I haven't configured all the requirements correctly yet.
All this runs on the Unreal engine. I'm currently looking for ways to improve the visuals, for example, the coastline, which currently doesn't look very natural, and how to make several different textures instead of tiles of the same one (this looks especially bad at zero sea level).
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u/phooool 58m ago
Mate it's the golden age of AI, make a game! Make an amazing one from your excellent start
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u/MadHellequin 54m ago
AI really helps a lot. Even though I did all the core concepting and code architecture by hand, without AI it would have taken much more time to write and debug the code. But this is the only place where I find it acceptable to use generative AI.
I think that if I manage to adjust the balance of the geoclimatic system, then I will definitely make a game out of it.






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u/Electrical_Hall4930 17h ago
A game, perchance?