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.
翻译:本文介绍了在Godot引擎中开发的两种不同的实时程序化行星生成器:一种采用基于Perlin噪声的分形布朗运动(FBM),另一种则借鉴了Minecraft启发的分层噪声技术。我们详细阐述了它们的实现过程,包括基于四叉树的细节层次(LOD)系统以及行星网格生成的解决方案。我们进行了一项比较性用户研究(N=15),参与者探索了由我们的两种算法以及两个现有程序化行星项目生成的独特实例。