Micro Procedural Planets Study

The aim of this project was to explore procedural mesh generation for a mini planet based game. It has been an ongoing experiment starting from my final year of university, the project has continuously evolved, in other words, scraped and restarted a number of times! The most recent iteration has been to experiment with Unity’s new High Definition Render Pipeline.

Example of the LOD system, multiple density maps are generated for a planet, these maps are sampled based on the distance from the camera. Once sampled the mesh is generated using the Delaunay Triangulation algorithm.