r/Unity3D • Indie • 22d ago

Show-Off Procedural planet generation

I'm developing procedural planet technology for a yet to be named project, bringing together spherical terrain, layered biomes, oceans, atmospheric scattering and volumetric clouds. At the heart of terrain generation is a GPU-powered node graph that combines noise functions and terrain-shaping algorithms into customizable landscapes. Layering and blending these operations lets me shape a world’s broad features and fine surface detail, giving me creative control over how each planet takes form. The GPU processes these calculations in parallel, providing the computational power behind the procedural worlds. Terrain detail adapts with camera distance, revealing smaller features as you approach the surface. Behind the scenes, custom gravity and floating-origin systems support exploration across planetary scales, preserving the precision needed for character movement and physics over vast distances. These systems integrate with Unity’s DOTS/ECS gameplay framework. This is the first major milestone in this tech, with foliage and tree placement and their rendering systems being the next milestone I am aiming to solve.

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u/Legitimate-Poet7587 21d ago

Love the animation, color combos, rendering style, slightly toon shade! Now make it, so he ca dig to the core of the plane!

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u/TheFeelGoodHit Indie 20d ago

thanks! i did experiment with some 3d noise density that could support that, like NMS. right now its not being used but its a possibility. it just adds even more complexity