It’s a planet generator that renders efficiently from space to ground level using quadtree based LOD, skirt based seam correction, and a fractal height generator.
The goal of the project is to keep things simple. When exploring how to do this, a lot of the examples were really complex, and the code, often in C++, wasn’t very easy to understand. Most of the work was distilling all these ideas and code samples into something clean and concise.
The code can be found here
New video of physics and shadow integration. Added Jaime walking across the surface by popular demand.
I also removed the logarithmic depth buffer for now and switched to a dual viewport scheme. this allows me to utilize stock jme3 materials and filters.
Added physics integration! Going to fast will end in clipping through the terrain but otherwise you can now travel along the surface of the planet.
Added atmosphere and other effects. New video!
Added water (using t0neg0d’s deformation shaders), some stars and a moon. New screenshot below.
Added rickard’s lighting material.
Generate terrain patches on a different thread to speed things up
More complex atmosphere (clouds)
Foliage (possibly with Forester)