@GDCPresoReviews@mastodon.gamedev.place
2026-04-28 07:10 UTC
They don’t model the interior of the planets; instead they just have a low frequency heightmap on the surface of the sphere, and there’s a sort of skin of voxels on it.
Each voxel is roughly 1m^3, and only holds a few things:
- Density
- Two material IDs
- Blending weights of the two materials
They generate the voxels in chunks of 36^3 voxels.
They generate everything in a sequence of passes; each pass writes out a data structure that the next pass reads. It’s a pipeline.
2/4
Replies (1)
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@GDCPresoReviews@mastodon.gamedev.place 2026-04-28 07:14
The later passes are things like adding props or digging out caves. For polygonization, they use dual contouring, and for texturing they mostly use (what sounded like) triplanar projection. The main thing that I think was lacking from this presentation was a discussion of how they knew how well they were doing. Like, it’s easy to generate random stuff, but it’s hard to know if you’ve generated *good* random stuff. 3/4