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Planet Generation - Part I

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Re: Planet Generation - Part I

#3
Very cool result! I've been wondering about applying the height-maps that you get from Perlin/Simplex directly to the vertices of a planet, for 3D terrain. I'd imagine that the cube mapping approach might not be perfect for this because of the irregular distance between vertices. The geodesic dome would probably work, but I have no idea how you would generate noise for a shape like that.

Re: Planet Generation - Part I

#5
post #2

I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.

That would be interesting. I had a quick look and found this paper, they simulate tectonic plate movement for terrain generation:

http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/f...

and this one looks like some sort of terrain generation based on erosion:

http://arches.liris.cnrs.fr/publications/articles/SIGGRAPH20...

Re: Planet Generation - Part I

#6
post #2

I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.

Dwarf Fortress does.

Does DF actually generate the geology of the whole planet, rather than just the playable area?

Re: Planet Generation - Part I

#7
post #2

I wonder if anyone has generated planets by running a geological simulation - plates, subduction zones, vulcanism, erosion.... etc.

That would be interesting. I had a quick look and found this paper, they simulate tectonic plate movement for terrain generation: http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/f... and this one looks like some sort of terrain generation based on erosion: http://arches.liris.cnrs.fr/publications/articles/SIGGRAPH20...

Actually, it just occurred to me that what would be really cool would be a geology version of the Star Walk app - you point it at the ground/hill/mountain and it shows you what its made up of.

Explaining the history of features would be even cooler :-)

Re: Planet Generation - Part I

#8
post #7

Earlier quoted context omitted.

That would be interesting. I had a quick look and found this paper, they simulate tectonic plate movement for terrain generation: http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/f... and this one looks like some sort of terrain generation based on erosion: http://arches.liris.cnrs.fr/publications/articles/SIGGRAPH20...

Actually, it just occurred to me that what would be really cool would be a geology version of the Star Walk app - you point it at the ground/hill/mountain and it shows you what its made up of. Explaining the history of features would be even cooler :-)

And imagine if you had a game that generated terrain by erosion + tectonic plate movement, and you got to see a visualisation of that as it was generating :) 2 billion years of geological activity, simulated in a minute-scale.

Re: Planet Generation - Part I

#9
post #8
post #7

Earlier quoted context omitted.

Actually, it just occurred to me that what would be really cool would be a geology version of the Star Walk app - you point it at the ground/hill/mountain and it shows you what its made up of. Explaining the history of features would be even cooler :-)

And imagine if you had a game that generated terrain by erosion + tectonic plate movement, and you got to see a visualisation of that as it was generating :) 2 billion years of geological activity, simulated in a minute-scale.

42!

Re: Planet Generation - Part I

#10
If you search for "fibonacci grid sphere," you'll find the grid used for research. It's less regular and a lot more work, with a few regions of five or seven sides, but it might look more natural, and it's used because it has fewer sharp corners than the icosohedron. Just another option.
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