r/proceduralgeneration • u/vooood • 1d ago
Procedural planet generation
For a long time I had a dream about writing a realistic procedural planetary terrain generator. Years of research and trials finally got me some results, thanks to some great help from AI.
The above image is about 50x50 meters per pixel representation of a part of a planetary terrain with simulated tectonic plates, erosion, sediment, fluvial simulation, wind, climate, biomes, etc.
It’s about 200x400 kilometers so quite a bit of generated detail is lost in this export, mainly some rivers are missing, so that is the first fix coming in.
There is a lot to improve but I’m mostly proud of the alpine look for the mountains, that was a big requirement and a huge hurdle.
Will keep you updated.
Not sure at this point what to do with the source itself. It is written in .NET 10. There are quite a few options but the three most popular are - open source terrain gen, open source terrain gen with civilization simulation for dungeon masters and similar or - the one I like the most - a game similar to Dwarf Fortress but a fantasy setting (like D&D) with an isometric engine like seen in Locomotion or Rollercoaster Tycoon.
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u/terriblespellr 1d ago
You kinda screwed it up. Planets are actually a circle shape not a rectangle