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.
Cite
@article{arxiv.2510.24764,
title = {Comparative Analysis of Procedural Planet Generators},
author = {Manuel Zechmann and Helmut Hlavacs},
journal= {arXiv preprint arXiv:2510.24764},
year = {2025}
}