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procedural planet generator

procedurally generated 3D planets, implemented in Unity
scripts adapted from Sebastian Lague's excellent tutorial series on procedural planets (https://github.com/SebLague/Procedural-Planets)

Project Structure

├── auxiliary
│   └── external
│       ├── editor
│       │   ├── ConditionalHideAttribute.cs
│       │   ├── ConditionalHidePropertyDrawer.cs
│       │   └── PlanetEditor.cs
│       ├── maths
│       │   └── MinMax.cs
│       └── noise
│           └── Noise.cs
├── features
│   ├── colour
│   │   ├── generator
│   │   │   ├── ColourGenerator.cs
│   │   │   └── ColourSettings.cs
│   │   └── shader
│   └── shape
│       ├── generator
│       │   ├── ShapeGenerator.cs
│       │   └── ShapeSettings.cs
│       └── noise
│           ├── INoiseFilter.cs
│           ├── NoiseFilterFactory.cs
│           ├── noisefilters
│           │   ├── ridgeNoise
│           │   │   └── RidgeNoiseFilter.cs
│           │   └── smoothNoise
│           │       └── SmoothNoiseFilter.cs
│           └── NoiseSettings.cs
└── main
    ├── Planet.cs
    └── Sphere.cs

main

functions that implement planet object

  • main/Planet.cs
    defines planet object
  • main/Sphere.cs
    defines a sphere, consisting of six faces

auxiliary

functions that implement various helper routines

  • external/editor
    GUI elements
  • external/maths
    guess what..
  • external/noise
    noise generators (currently only simplex)

features

functions that implement parametrised feature dimensions,
such as colour and shape

Example

Here's an example with several layers of noise and a custom colour gradient:

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