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A tessellated procedural planet generator for the Unity game engine which utilizes the burst compiler, jobs system, and a quad-tree LOD system for increased efficiency.

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JCarroll-OU/Procedural_Planet_Generator

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Procedural Planet Generator for Unity HDRP with tessellated terrain and water

Image1 A procedural planet generator for the Unity game engine which utilizes the burst compiler, jobs system, and a quad-tree LOD system for increased efficiency.

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Known Issues:

  • Seams between water tiles.
  • Some triangles of the terrain mesh appear to be missing.
  • System for assigning biomes leaves hard edges at low LODs.
    • The biomes system is not very intuitive and requires precise input tuning for "realistic" results.
  • Chunks outside the view frustum are being rendered.
  • Water does not render if the 'wave direction' input is zero.
    • Wave direction is calculated, in-part, using the terrain height of the ocean floor. Not assigning the input parameters for this will result in the ocean not rendering.

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A tessellated procedural planet generator for the Unity game engine which utilizes the burst compiler, jobs system, and a quad-tree LOD system for increased efficiency.

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