Kevin Bansberg

Game Programmer
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Planet generation

As an assignment for school we had to create a program that procedurally generates a planet and renders it.

The planet mesh uses a winged-edge data structure so it is easier to subdivide the planet to create a higher detailed planet.

The renderer was able to use both software rasterization and OpenGL and switch between both methods on the fly.

Click on the image below to see the steps taken to create a high detailed procedurally generated planet. - Kevin Bansberg