This is a simple, procedural planet generator based on different, layered noise functions with dynamic LOD (terrain chunks), written in GDScript.
- this amazing tutorial for creating procedurally generated planets by Sebastian Lague
- atmosphere shader by Dimas Leenman, shared under the MIT license, slightly adapted
- optimization:
- TerrainFace generation
- find hotspots/bottlenecks
- prioritize threads, limit max. number of threads
- use C# or a GDNative module for inner loops?
- larger scale to allow for finer detail (needs changes to atmosphere shader due to glitches at larger size)
- fix seams between TerrainFaces, stitch neighboring terrain meshes
- preview texture for NoiseGenerator resource
- cloud layer around planets
- multiple noise maps: one for height, one for biomes and/or one for colors, etc.
- better terrain shaders with textures, noise border between terrain types instead of even borders
- adjustable sea level which will shift the ground level and the water mesh
- vegetation, rocks, etc.