English

Comparative Analysis of Procedural Planet Generators

Graphics 2025-10-30 v1

Abstract

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}
}

Comments

Published in the Proceedings of GAME-ON 2025

R2 v1 2026-07-01T07:10:13.128Z