Been fiddling with procedural generation for some time, I usually fallback to this project when there is some free time or need a break from more generic stuff. Below are a few videos of the evolution of the planet generator, it's made in Unity, maybe one day I make a game with it.
That's the plan, I might do another iteration of the sub-division algorithm before I do that though. Probably dividing a cube from the beginning instead of folding 6 faces.
This is suuuuper pretty :) I like! though I wondered why you didn't zoom in any further than you have? Even if the details aren't so high I'd have liked to see it go in :)
You can download the prototype and zoom in as much as you want :)
I guess i didn't think of it at the time of recording, the scale that is shown in the vid is about the scale that prototype can be used in a game and look decent.
As for making a game out of it, sure at some point.
@UberGeoff, I thought about it before and it's not really presentable as a Unity Asset, there are a few reasons. A lot of code is experimental, it contains some assets bought from the store, a lot of work would be needed to get it into a presentable state and I don't really feel like maintaining it.
@Elyaradine, I'm familiar with that style, most recently it was used in Imagine Earth, there is a game a few years older that pioneered that style, I just can't seem to recall the name, it used an ico-sphere iirc.
@UberGeoff, let's say it's ~3 weeks of work and I'm willing to do it, what do I do about the code that I can't make public, there is a shader that I bought from the Asset Store and it's an essential part of the program?
I suppose there is nothing stopping me and the other guy of making some agreement, thing is he sells the shader for more $$$ than I would ask for the planet generation asset. Anyway thanks for the suggestion, I will keep it in mind. :)
So I went back to my planet generator this weekend, wanted to fiddle with cloud generation a bit. Decided to make a new Unity project and clean everything up, ended up converting my current 'loaned' atmospheric scattering to pure ray traced one. That took about two days and the visual difference is negligible, however a rare seam problem got resolved and I moved away from some placeholder code for specific faces. Then it was back to volumetric cloud rendering, I now have a functional shader and build. That was an eventful few days...
Comments
Are you planning to game it?
I guess i didn't think of it at the time of recording, the scale that is shown in the vid is about the scale that prototype can be used in a game and look decent.
As for making a game out of it, sure at some point.
http://oskarstalberg.com/game/planet/planet.html
@Elyaradine, I'm familiar with that style, most recently it was used in Imagine Earth, there is a game a few years older that pioneered that style, I just can't seem to recall the name, it used an ico-sphere iirc.
+ How much is "a lot" of work? 3 weeks?
Cant you put a cost sharing agreement in place with the shader creator? Or is that not allowed?
I see these planet gen "assets" are pretty popular - so i think yours has a good chance to make some $$$.
GL and HF..!
Link : http://www.nullpointer.co.uk/content/procedural-planets/