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Procedural planet generation in game development

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Procedural planet generation in game development

The subject of this thesis was to produce a plug-in for the Unity engine that generates three dimensional planetary terrain models suitable to be used in game development. The plug-in has three main parts: a node editor tool within Unity editor that enables visual design of noise functions to be used on the surface, a robust code for generating 3D models during runtime and a dynamic level of detail system. This thesis details the techniques used and the results of the project.

The work was based on previous knowledge learned during creating a similar application using Java. The work was implemented using the Unity engine with C# programming language in MonoDevelop development environment.

The work resulted in a working plug-in that was released in the Unity Asset Store.

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