2025/10/23 by Zechmann, Manuel, Hlavacs, Helmut
#FOS: Computer and information sciences #Graphics (cs.GR)
paper · doi:10.48550/arxiv.2510.24764
This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise techniques. We detail their implementation, including a quadtree-based Level of Detail (LOD) system and solutions for planetary mesh generation. A comparative user study (N=15) was conducted where participants explored unique instances generated by our two algorithms alongside two existing procedural planet projects.