Planet Generation

Basic Marching Cubes
Smoothed Marching Cubes
Marching Cubes with Caves
Marching Cubes with Shader

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

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