Project: Space Person
V 1.0.5 - My Atmospheric & Terrain Generation Engine
SYSTEM ARCHITECTURE
This is my advanced procedural generation pipeline focused on planetary scaling. By utilizing multi-layered noise functions and adaptive Level Of Detail (LOD) algorithms, I've created an engine capable of rendering seamless transitions from orbital views down to surface-level terrain geometry.
It performs almost all calculations in real-time on the GPU via custom shaders, allowing for massive volumetric atmospheres and infinite procedural detail.
KEY FEATURES
- Real-time spherical terrain displacement mapping
- Volumetric atmospheric scattering (Rayleigh / Mie)
- Dynamic volumetric cloud systems
- Adaptive Quadtree LOD for infinite surface detail
- Dynamic horizon culling and fog integration
- Custom WebGL pipeline architecture via Three.js
- Procedural biome allocation based on latitude logic
PROJECT STATUS
- Explore 3 distinct, procedurally generated planets
- Adjust graphical settings in real-time (Esc)
- Test physics and collision with my projectile system
[!] SYSTEM WARNING
My engine relies heavily on hardware rendering. It is resource intensive and requires a dedicated GPU for the intended experience.
ARCHIVAL SCANS // NEW PLANETARY DATA