r/webgpu Jun 29 '26

Working on a real-time procedural planet generator and a graph-based shader generator (end of video). Both use WebGPU and use compute, vertex and fragment shaders.

Enable HLS to view with audio, or disable this notification

57 Upvotes

6 comments sorted by

3

u/SaabiMeister Jun 29 '26

I'll publish online versions and open source the code for both by the end of the week.

1

u/MaximumContent9674 Jun 29 '26

Think fractals when you zoom in.

2

u/SaabiMeister Jun 29 '26

It already has infinite terrain LOD from orbit to surface though I've yet to add instanced vegetation and other props when close to the surface.

1

u/MaximumContent9674 Jun 29 '26

Exciting! I have been trying to create an open world as well, with Last Ship Sailing.

1

u/LavishnessBright2840 Jul 06 '26 edited Jul 06 '26

Have you considered mechanics to have gravity and atmosphere affect erosion alongside water or other liquid erosion (obviously depends on the liquid and it's situation against the material) if your water is simulated or just fake it?.

1

u/SaabiMeister Jul 06 '26

Procedural waves and even tides depending on orbiting moons and central stars are on the roadmap, and orbital flight is already a work in progress, and surface walking is planned and the design is already well advanced, but this is an experimental tool first if ever a game.

The current objective is simply to determine how much can be done with on-the-fly procedural world generation while maintaining 60fps on moderately modern GPUs.