Planet Generation
A world generation project using the Marching Cubes algorithm and octree to create a high-detail planet while maintaining performance. Currently working on offloading the algorithm to the GPU with a compute shader. The marching cubes run on different tasks to prevent blocking the application.
Technical Details
Technologies used: C#, Unity, HLSL, Compute Shaders
Key Features
- Implemented the Marching Cubes algorithm with an octree for high detail and performance
- Currently working on GPU offloading with compute shaders
- Runs on different tasks to prevent blocking the application
- Editor feature to preview the planet with saved settings
Challenges and Solutions
Started from scratch with terrain meshing algorithms, experimented with voxel terrain, and pivoted to an octree for better performance and 3D possibilities.
Future Improvements
Plan to rewrite in Unreal for better code performance and more GPU utilization.
View on GitHub