├── .gitignore ├── Assets ├── ApplicationState.cs ├── ApplicationState.cs.meta ├── CancelSavesButton.cs ├── CancelSavesButton.cs.meta ├── Gradient.cs ├── Gradient.cs.meta ├── HeadsUpDisplay.cs ├── HeadsUpDisplay.cs.meta ├── LoadButton.cs ├── LoadButton.cs.meta ├── Materials.meta ├── Materials │ ├── BackMaterial.mat │ ├── BackMaterial.mat.meta │ ├── BackMaterial__backImage.mat │ ├── BackMaterial__backImage.mat.meta │ ├── BottomMaterial.mat │ ├── BottomMaterial.mat.meta │ ├── BottomMaterial__bottomImage.mat │ ├── BottomMaterial__bottomImage.mat.meta │ ├── FrontMaterial.mat │ ├── FrontMaterial.mat.meta │ ├── FrontMaterial__bottomImage.mat │ ├── FrontMaterial__bottomImage.mat.meta │ ├── FrontMaterial__frontImage.mat │ ├── FrontMaterial__frontImage.mat.meta │ ├── LeftMaterial.mat │ ├── LeftMaterial.mat.meta │ ├── LeftMaterial__leftImage.mat │ ├── LeftMaterial__leftImage.mat.meta │ ├── LeftMaterial__rightImage.mat │ ├── LeftMaterial__rightImage.mat.meta │ ├── Material.mat │ ├── Material.mat.meta │ ├── Material__back.mat │ ├── Material__back.mat.meta │ ├── Material__bottom.mat │ ├── Material__bottom.mat.meta │ ├── Material__front.mat │ ├── Material__front.mat.meta │ ├── Material__left.mat │ ├── Material__left.mat.meta │ ├── Material__right.mat │ ├── Material__right.mat.meta │ ├── Material__terrain_001.mat │ ├── Material__terrain_001.mat.meta │ ├── Material__top.mat │ ├── Material__top.mat.meta │ ├── None__terrain.mat │ ├── None__terrain.mat.meta │ ├── RightMaterial.mat │ ├── RightMaterial.mat.meta │ ├── RightMaterial__leftImage.mat │ ├── RightMaterial__leftImage.mat.meta │ ├── RightMaterial__rightImage.mat │ ├── RightMaterial__rightImage.mat.meta │ ├── Skyboxes.meta │ ├── Skyboxes │ │ ├── Galaxy.cubemap │ │ ├── Galaxy.cubemap.meta │ │ ├── GalaxySkybox.mat │ │ ├── GalaxySkybox.mat.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Galaxy.meta │ │ │ └── Galaxy │ │ │ ├── Galaxy_BK.bmp │ │ │ ├── Galaxy_BK.bmp.meta │ │ │ ├── Galaxy_DN.bmp │ │ │ ├── Galaxy_DN.bmp.meta │ │ │ ├── Galaxy_FT.bmp │ │ │ ├── Galaxy_FT.bmp.meta │ │ │ ├── Galaxy_LT.bmp │ │ │ ├── Galaxy_LT.bmp.meta │ │ │ ├── Galaxy_RT.bmp │ │ │ ├── Galaxy_RT.bmp.meta │ │ │ ├── Galaxy_UP.bmp │ │ │ └── Galaxy_UP.bmp.meta │ ├── TopMaterial.mat │ ├── TopMaterial.mat.meta │ ├── TopMaterial__topImage.mat │ ├── TopMaterial__topImage.mat.meta │ ├── back.mat │ ├── back.mat.meta │ ├── bottom__top.mat │ ├── bottom__top.mat.meta │ ├── front.mat │ ├── front.mat.meta │ ├── front__back.mat │ ├── front__back.mat.meta │ ├── front__front.mat │ ├── front__front.mat.meta │ ├── front__top.mat │ ├── front__top.mat.meta │ ├── left.mat │ ├── left.mat.meta │ ├── right.mat │ ├── right.mat.meta │ ├── top__top.mat │ ├── top__top.mat.meta │ ├── unnamed.mat │ └── unnamed.mat.meta ├── MoveCamera.cs ├── MoveCamera.cs.meta ├── NextButton.cs ├── NextButton.cs.meta ├── Noise.cs ├── Noise.cs.meta ├── Planet.cs ├── Planet.cs.meta ├── Planet.shader ├── Planet.shader.meta ├── Planet.unity ├── Planet.unity.meta ├── PlanetNameGenerator.cs ├── PlanetNameGenerator.cs.meta ├── PlanetParameters.cs ├── PlanetParameters.cs.meta ├── SaveButton.cs ├── SaveButton.cs.meta ├── SaveList.cs ├── SaveList.cs.meta ├── SaveList.unity ├── SaveList.unity.meta ├── SavedPlanetButton.cs ├── SavedPlanetButton.cs.meta ├── Screenshots.meta ├── Screenshots │ ├── blueplanet.png │ ├── blueplanet.png.meta │ ├── blueplanet2.png │ ├── blueplanet2.png.meta │ ├── greenplanet.png │ ├── greenplanet.png.meta │ ├── iceplanet.png │ ├── iceplanet.png.meta │ ├── iceplanet2.png │ ├── iceplanet2.png.meta │ ├── marbleplanet.png │ ├── marbleplanet.png.meta │ ├── orangeplanet.png │ ├── orangeplanet.png.meta │ ├── purpleplanet.png │ ├── purpleplanet.png.meta │ ├── redplanet.png │ ├── redplanet.png.meta │ ├── screenshot1.png │ ├── screenshot1.png.meta │ ├── screenshot2.png │ ├── screenshot2.png.meta │ ├── screenshot3.png │ ├── screenshot3.png.meta │ ├── whiteplanet.png │ ├── whiteplanet.png.meta │ ├── yellowplanet.png │ ├── yellowplanet.png.meta │ ├── yellowplanet2.png │ └── yellowplanet2.png.meta ├── SkyBox Volume 2.meta ├── SkyBox Volume 2 │ ├── Stars01.meta │ └── Stars01 │ │ ├── StarSkyBox.mat │ │ ├── StarSkyBox.mat.meta │ │ ├── backImage.png │ │ ├── backImage.png.meta │ │ ├── downImage.png │ │ ├── downImage.png.meta │ │ ├── frontImage.png │ │ ├── frontImage.png.meta │ │ ├── leftImage.png │ │ ├── leftImage.png.meta │ │ ├── rightImage.png │ │ ├── rightImage.png.meta │ │ ├── upImage.png │ │ └── upImage.png.meta ├── SolarLight.cs ├── SolarLight.cs.meta ├── SolarSystem.cs ├── SolarSystem.cs.meta ├── Standard Assets.meta ├── Standard Assets │ ├── Light Flares.meta │ ├── Light Flares │ │ ├── 50mm Zoom.flare │ │ ├── 50mm Zoom.flare.meta │ │ ├── Small Flare.flare │ │ ├── Small Flare.flare.meta │ │ ├── Sources.meta │ │ ├── Sources │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── flare mat.mat │ │ │ │ └── flare mat.mat.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ │ ├── 50mmflare.psd │ │ │ │ ├── 50mmflare.psd.meta │ │ │ │ ├── starflare.psd │ │ │ │ └── starflare.psd.meta │ │ ├── Sun.flare │ │ └── Sun.flare.meta │ ├── Skyboxes.meta │ └── Skyboxes │ │ ├── StarryNight Skybox.mat │ │ ├── StarryNight Skybox.mat.meta │ │ ├── Textures.meta │ │ ├── Textures │ │ ├── StarryNight.meta │ │ └── StarryNight │ │ │ ├── StarryNight_back.tif │ │ │ ├── StarryNight_back.tif.meta │ │ │ ├── StarryNight_down.tif │ │ │ ├── StarryNight_down.tif.meta │ │ │ ├── StarryNight_front.tif │ │ │ ├── StarryNight_front.tif.meta │ │ │ ├── StarryNight_left.tif │ │ │ ├── StarryNight_left.tif.meta │ │ │ ├── StarryNight_right.tif │ │ │ ├── StarryNight_right.tif.meta │ │ │ ├── StarryNight_up.tif │ │ │ └── StarryNight_up.tif.meta │ │ ├── _skybox info.txt │ │ └── _skybox info.txt.meta ├── cube2.blend ├── cube2.blend.meta ├── cube2.blend1 ├── cube2.blend1.meta ├── cubesphere6.blend ├── cubesphere6.blend.meta ├── cubesphere6.blend1 ├── cubesphere6.blend1.meta ├── testCube.blend ├── testCube.blend.meta ├── testCube.blend1 └── testCube.blend1.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset └── Readme.md /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | planet-generator-osx.app/ 9 | ProceeduralWorldiOS/ 10 | 11 | # ===================================== # 12 | # Visual Studio / MonoDevelop generated # 13 | # ===================================== # 14 | ExportedObj/ 15 | *.svd 16 | *.userprefs 17 | *.csproj 18 | *.pidb 19 | *.suo 20 | *.sln 21 | *.user 22 | *.unityproj 23 | *.booproj 24 | 25 | # ============ # 26 | # OS generated # 27 | # ============ # 28 | .DS_Store 29 | .DS_Store? 30 | ._* 31 | .Spotlight-V100 32 | .Trashes 33 | Icon? 34 | ehthumbs.db 35 | Thumbs.db 36 | -------------------------------------------------------------------------------- /Assets/ApplicationState.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Runtime.Serialization.Formatters.Binary; 4 | using System.Runtime.Serialization; 5 | using System; 6 | using System.Collections.Generic; 7 | using System.IO; 8 | 9 | public class ApplicationState : MonoBehaviour { 10 | 11 | // TODO: the way this singleton is configured is horrid, need to improve 12 | public static ApplicationState singleton; 13 | 14 | public ApplicationData data; 15 | 16 | public ApplicationState() { 17 | data = new ApplicationData(); 18 | } 19 | 20 | // Set this game object up before all the other's start 21 | void Awake () { 22 | 23 | // iOS does not support JIT based serializer, so force use of reflection based serializer 24 | Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes"); 25 | 26 | if(singleton == null) { 27 | DontDestroyOnLoad(gameObject); 28 | singleton = this; 29 | } 30 | else if (singleton != this) { 31 | Destroy (gameObject); 32 | } 33 | } 34 | 35 | void OnEnable() { 36 | Load(); 37 | } 38 | 39 | // save at every major lifecycle end event 40 | void OnDisable() { 41 | Save(); 42 | } 43 | 44 | void OnApplicationQuit() { 45 | Save(); 46 | } 47 | 48 | void OnApplicationPause() { 49 | Save(); 50 | } 51 | 52 | string GetAppStateFilePath() { 53 | return Application.persistentDataPath + "/planetApplicationState.dat"; 54 | } 55 | 56 | public void Save() { 57 | BinaryFormatter bf = new BinaryFormatter(); 58 | FileStream fs = null; 59 | try { 60 | fs = File.Open (GetAppStateFilePath(), FileMode.OpenOrCreate); 61 | bf.Serialize(fs, data); 62 | } finally { 63 | if(fs != null) { 64 | fs.Close(); 65 | } 66 | } 67 | } 68 | 69 | public void Load() { 70 | BinaryFormatter bf = new BinaryFormatter(); 71 | if(File.Exists(GetAppStateFilePath())) { 72 | FileStream fs = null; 73 | try { 74 | fs = File.Open (GetAppStateFilePath(), FileMode.Open); 75 | data = (ApplicationData)bf.Deserialize(fs); 76 | } catch (IOException e) { 77 | Debug.LogWarning("Unable to read load file: " + e.Message); 78 | } finally { 79 | if(fs != null) { 80 | fs.Close(); 81 | } 82 | } 83 | } 84 | } 85 | } 86 | 87 | 88 | 89 | [Serializable] 90 | public class ApplicationData { 91 | 92 | public PlanetSeed activePlanet; 93 | 94 | public List savedPlanets; 95 | 96 | public ApplicationData() { 97 | savedPlanets = new List(); 98 | } 99 | 100 | } 101 | -------------------------------------------------------------------------------- /Assets/ApplicationState.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 767b750f68be7462eabb98c69b819c9c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/CancelSavesButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CancelSavesButton : MonoBehaviour { 5 | 6 | void OnMouseDown(){ 7 | Application.LoadLevel("Planet"); 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/CancelSavesButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3bb836c8b95c84076b5910bbea93c547 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Gradient.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Gradient { 5 | 6 | public class GradientPoint { 7 | public GradientPoint(Color32 color, float x) { 8 | this.color = color; 9 | this.x = x; 10 | } 11 | 12 | public Color32 color; 13 | public float x; 14 | } 15 | 16 | public GradientPoint[] gradientPoints; 17 | 18 | Color UNASSIGNED = new Color(1f, 1f, 1f, 0f); 19 | 20 | public Color32 ColorAtX(float x, float alpha) { 21 | for(int i = 0; i < gradientPoints.Length-1; i++) { 22 | GradientPoint lower = gradientPoints[i]; 23 | GradientPoint upper = gradientPoints[i+1]; 24 | if(x >= lower.x && x <= upper.x) { 25 | Color result = Color.Lerp(upper.color, lower.color, (upper.x-x)/(upper.x-lower.x)); 26 | result.a = alpha; 27 | return result; 28 | } 29 | } 30 | return UNASSIGNED; 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Gradient.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80b9320fdb34b48be835c0d88bad9597 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HeadsUpDisplay.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class HeadsUpDisplay : MonoBehaviour { 5 | 6 | public GUIText planetName; 7 | 8 | public void Draw(PlanetParameters planetParams) { 9 | planetName.text = planetParams.name; 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/HeadsUpDisplay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac97aee33baab42959cc94c7251dd52e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/LoadButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LoadButton : MonoBehaviour { 5 | 6 | void OnMouseDown() { 7 | Application.LoadLevel("SaveList"); 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/LoadButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41f595f9165f346d6bcb5279b499888f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | 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f64aa7b16f3f743f8a3be32f9f44154d 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/MoveCamera.cs: -------------------------------------------------------------------------------- 1 | // Credit to damien_oconnell from http://forum.unity3d.com/threads/39513-Click-drag-camera-movement 2 | // for using the mouse displacement for calculating the amount of camera movement and panning code. 3 | 4 | using UnityEngine; 5 | using System.Collections; 6 | 7 | public class MoveCamera : MonoBehaviour 8 | { 9 | public float turnSpeed = 4.0f; // Speed of camera turning when mouse moves in along an axis 10 | public float zoomSpeed = 4.0f; // Speed of the camera going back and forth 11 | 12 | private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts 13 | private bool isRotating; // Is the camera being rotated? 14 | private bool isZooming; // Is the camera zooming? 15 | private Vector3 origin = new Vector3(0,0,0); 16 | 17 | public float pinchZoomSpeed = 0.1f; 18 | 19 | void Update () 20 | { 21 | // Get the left mouse button 22 | if(Input.GetMouseButtonDown(0)) 23 | { 24 | // Get mouse origin 25 | mouseOrigin = Input.mousePosition; 26 | isRotating = true; 27 | } 28 | 29 | // Get the middle mouse button 30 | if(Input.GetMouseButtonDown(2)) 31 | { 32 | // Get mouse origin 33 | mouseOrigin = Input.mousePosition; 34 | isZooming = true; 35 | } 36 | 37 | // Disable movements on button release 38 | if (!Input.GetMouseButton(0)) isRotating=false; 39 | if (!Input.GetMouseButton(2)) isZooming=false; 40 | 41 | // Rotate camera along Y axis 42 | if (isRotating) 43 | { 44 | Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin); 45 | 46 | //transform.RotateAround(origin, transform.right, -pos.y * turnSpeed); 47 | transform.RotateAround(origin, Vector3.up, pos.x * turnSpeed); 48 | } 49 | 50 | // Move the camera linearly along Z axis 51 | if (isZooming) 52 | { 53 | Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin); 54 | 55 | //Vector3 move = pos.y * zoomSpeed * transform.forward; 56 | //transform.Translate(move, Space.World); 57 | 58 | camera.fieldOfView += pos.y * zoomSpeed; 59 | 60 | camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 11f, 50f); 61 | } 62 | 63 | // Pinch to zoom. 64 | // ...If there are two touches on the device... 65 | if (Input.touchCount == 2) 66 | { 67 | // Store both touches. 68 | Touch touchZero = Input.GetTouch(0); 69 | Touch touchOne = Input.GetTouch(1); 70 | 71 | // Find the position in the previous frame of each touch. 72 | Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; 73 | Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; 74 | 75 | // Find the magnitude of the vector (the distance) between the touches in each frame. 76 | float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude; 77 | float touchDeltaMag = (touchZero.position - touchOne.position).magnitude; 78 | 79 | // Find the difference in the distances between each frame. 80 | float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag; 81 | 82 | // Otherwise change the field of view based on the change in distance between the touches. 83 | float fieldOfViewChange = deltaMagnitudeDiff * pinchZoomSpeed; 84 | 85 | camera.fieldOfView += Mathf.Clamp (fieldOfViewChange, -1f, 1f); 86 | 87 | // Clamp the field of view to make sure it's between our allowed range 88 | camera.fieldOfView = Mathf.Clamp(camera.fieldOfView, 11f, 50f); 89 | } 90 | } 91 | } -------------------------------------------------------------------------------- /Assets/MoveCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73c98a16e88e74d2bb31dc26e260dd70 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/NextButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class NextButton : MonoBehaviour { 5 | public SolarSystem solarSystem; 6 | 7 | void OnMouseDown(){ 8 | solarSystem.NextSystem(); 9 | } 10 | 11 | void Update() { 12 | if(Input.GetKeyDown(KeyCode.Space)) { 13 | solarSystem.NextSystem(); 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/NextButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c234dd1ed22524d20a52e50e2c2c5064 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Noise.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * A speed-improved simplex noise algorithm for 2D, 3D and 4D in Java. 3 | * 4 | * Based on example code by Stefan Gustavson (stegu@itn.liu.se). 5 | * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu). 6 | * Better rank ordering method by Stefan Gustavson in 2012. 7 | * 8 | * This could be speeded up even further, but it's useful as it is. 9 | * 10 | * Version 2012-03-09 11 | * 12 | * This code was placed in the public domain by its original author, 13 | * Stefan Gustavson. You may use it as you see fit, but 14 | * attribution is appreciated. 15 | * 16 | * Update by NightCabbage (2013-11-05) NightCabbage@gmail.com 17 | * 18 | * Working with Stefan (thanks!) I have compiled all of the 19 | * improvements I could find and put them into this code. 20 | * 21 | * Note that for corner contribution I have made the decision here to 22 | * use 0.6 instead of 0.5, as I believe it looks a bit better for 2d 23 | * purposes (0.5 made it a bit more grey, and also had more pulsating for 24 | * integral inputs). If you're using it for bumpmaps or similar, feel 25 | * free to change it - and the final scale factor is 76 (as opposed to 32). 26 | */ 27 | 28 | using System; 29 | 30 | namespace Noise 31 | { 32 | public class NoiseGen 33 | { 34 | public double XScale = 0.02; 35 | public double YScale = 0.02; 36 | public double ZScale = 1; 37 | public byte Octaves = 1; 38 | 39 | public double Scale 40 | { 41 | set 42 | { 43 | XScale = value; 44 | YScale = value; 45 | } 46 | } 47 | 48 | public NoiseGen() 49 | { 50 | 51 | } 52 | 53 | public NoiseGen(double pScale, byte pOctaves) 54 | { 55 | XScale = pScale; 56 | YScale = pScale; 57 | Octaves = pOctaves; 58 | } 59 | 60 | public NoiseGen(double pXScale, double pYScale, byte pOctaves) 61 | { 62 | XScale = pXScale; 63 | YScale = pYScale; 64 | Octaves = pOctaves; 65 | } 66 | 67 | public float GetNoise(double x, double y, double z) 68 | { 69 | if(Octaves > 1) 70 | return Noise.GetOctaveNoise(x * XScale, y * YScale, z * ZScale, Octaves); 71 | else 72 | return Noise.GetNoise(x * XScale, y * YScale, z * ZScale); 73 | } 74 | } 75 | 76 | // Simplex noise in 3D 77 | public static class Noise 78 | { 79 | // Inner class to speed up gradient computations 80 | // (array access is a lot slower than member access) 81 | private struct Grad 82 | { 83 | public double x, y, z, w; 84 | 85 | public Grad(double x, double y, double z) 86 | { 87 | this.x = x; 88 | this.y = y; 89 | this.z = z; 90 | this.w = 0; 91 | } 92 | } 93 | 94 | private static Grad[] grad3 = new Grad[] { 95 | new Grad(1,1,0), new Grad(-1,1,0), new Grad(1,-1,0), new Grad(-1,-1,0), 96 | new Grad(1,0,1), new Grad(-1,0,1), new Grad(1,0,-1), new Grad(-1,0,-1), 97 | new Grad(0,1,1), new Grad(0,-1,1), new Grad(0,1,-1), new Grad(0,-1,-1) 98 | }; 99 | 100 | private static short[] p = new short[] { 101 | 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,190,6,148, 102 | 247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168,68,175, 103 | 74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,102,143,54, 104 | 65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186,3,64, 105 | 52,217,226,250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213, 106 | 119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,129,22,39,253,19,98,108,110,79,113,224,232,178,185,112,104, 107 | 218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107,49,192,214,31,181,199,106,157, 108 | 184,84,204,176,115,121,50,45,127,4,150,254,138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 109 | }; 110 | 111 | // To remove the need for index wrapping, double the permutation table length 112 | private static short[] perm = new short[512]; 113 | private static short[] permMod12 = new short[512]; 114 | 115 | static Noise() 116 | { 117 | for(int i = 0; i < 512; i++) 118 | { 119 | perm[i] = p[i & 255]; 120 | permMod12[i] = (short)(perm[i] % 12); 121 | } 122 | } 123 | 124 | // Skewing and unskewing factors for 2, 3, and 4 dimensions 125 | private static double F3 = 1.0 / 3.0; 126 | private static double G3 = 1.0 / 6.0; 127 | 128 | // This method is a *lot* faster than using (int)Math.floor(x) 129 | private static int fastfloor(double x) 130 | { 131 | int xi = (int)x; 132 | return x < xi ? xi - 1 : xi; 133 | } 134 | 135 | private static double dot(Grad g, double x, double y, double z) 136 | { 137 | return g.x * x + g.y * y + g.z * z; 138 | } 139 | 140 | // 3D simplex noise 141 | public static float GetNoise(double xin, double yin, double zin) 142 | { 143 | double n0, n1, n2, n3; // Noise contributions from the four corners 144 | // Skew the input space to determine which simplex cell we're in 145 | double s = (xin+yin+zin)*F3; // Very nice and simple skew factor for 3D 146 | int i = fastfloor(xin+s); 147 | int j = fastfloor(yin+s); 148 | int k = fastfloor(zin+s); 149 | double t = (i+j+k)*G3; 150 | double X0 = i-t; // Unskew the cell origin back to (x,y,z) space 151 | double Y0 = j-t; 152 | double Z0 = k-t; 153 | double x0 = xin-X0; // The x,y,z distances from the cell origin 154 | double y0 = yin-Y0; 155 | double z0 = zin-Z0; 156 | // For the 3D case, the simplex shape is a slightly irregular tetrahedron. 157 | // Determine which simplex we are in. 158 | int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords 159 | int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords 160 | if(x0>=y0) { 161 | if(y0>=z0) 162 | { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order 163 | else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order 164 | else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order 165 | } 166 | else { // x0 materialsBySide; 9 | 10 | int textureWidth; 11 | int textureHeight; 12 | 13 | float rotationSpeed = 2.5f; 14 | 15 | public void GeneratePlanet (PlanetParameters planetParams) { 16 | InitMesh(); 17 | GenerateTextures(planetParams); 18 | ApplyPlanetSizeAndElevationToMesh(planetParams); 19 | } 20 | 21 | void InitMesh () { 22 | mesh = GetComponent().mesh; 23 | materialsBySide = LookupMatrials(); 24 | textureWidth = textureHeight = (int)Camera.main.pixelWidth/2; // aim for textures that can fill 1/2 of the screen width 25 | } 26 | 27 | Dictionary LookupMatrials() { 28 | Dictionary materials = new Dictionary(); 29 | 30 | // TODO: is there a better way to programatically access materials? This is pretty lame. 31 | foreach(Material material in renderer.materials) { 32 | if(material.name.StartsWith("BottomMaterial__bottomImage")) { 33 | materials.Add (CubeSide.Bottom, material); 34 | } else if(material.name.StartsWith("TopMaterial__topImage")) { 35 | materials.Add (CubeSide.Top, material); 36 | } else if(material.name.StartsWith("LeftMaterial__leftImage")) { 37 | materials.Add (CubeSide.Left, material); 38 | } else if(material.name.StartsWith("RightMaterial__rightImage")) { 39 | materials.Add (CubeSide.Right, material); 40 | } else if(material.name.StartsWith("FrontMaterial__frontImage")) { 41 | materials.Add (CubeSide.Front, material); 42 | } else if(material.name.StartsWith("BackMaterial__backImage")) { 43 | materials.Add (CubeSide.Back, material); 44 | } 45 | } 46 | return materials; 47 | } 48 | 49 | void GenerateTextures(PlanetParameters planetParams) { 50 | foreach(KeyValuePair entry in materialsBySide) { 51 | GenerateTextures(entry.Key, entry.Value, planetParams); 52 | } 53 | } 54 | 55 | void GenerateTextures(CubeSide side, Material material, PlanetParameters planetParams) { 56 | Texture2D diffuseMap = new Texture2D(textureWidth, textureHeight, TextureFormat.ARGB32, false); // alpha is specular 57 | diffuseMap.wrapMode = TextureWrapMode.Clamp; // prevent renderer from wrapping textures, which can cause hairline seams to appear at edges of textures 58 | Color[] pix = new Color[textureWidth * textureHeight]; 59 | material.mainTexture = diffuseMap; 60 | 61 | for (int y = 0; y < diffuseMap.height; y++) { 62 | for (int x = 0; x < diffuseMap.width; x++) { 63 | pix[y*textureWidth + x] = GenerateTextureAtPoint(x, y, side, diffuseMap, planetParams); 64 | } 65 | } 66 | 67 | diffuseMap.SetPixels(pix); 68 | diffuseMap.Apply(); 69 | } 70 | 71 | Color GenerateTextureAtPoint(int x, int y, CubeSide side, Texture2D diffuseMap, PlanetParameters planetParams) { 72 | Vector3 spherePoint = FindSpherePointForTexturePoint(side, (float)x / diffuseMap.width, (float)y / diffuseMap.height); 73 | spherePoint.Normalize(); 74 | float noise = CalcNoiseAtSpherePoint(spherePoint, planetParams); 75 | 76 | float distFromEquator = Mathf.Pow(Mathf.Abs(spherePoint.y), 1.5f); 77 | 78 | if(noise <= planetParams.seaLevel) { // water 79 | return AdjustColorForLongatitude(planetParams.waterColor, planetParams.waterIceColor, distFromEquator, planetParams); 80 | } else { // land 81 | float elevation = noise-planetParams.seaLevel; 82 | float gradientx = elevation*planetParams.gradientMultiplier; 83 | Color32 gradientColor = planetParams.gradient.ColorAtX(Mathf.Clamp(gradientx, 0f, 1f), Mathf.Clamp (elevation, 0f, 1f)); 84 | return AdjustColorForLongatitude(gradientColor, planetParams.landIceColor, distFromEquator, planetParams); 85 | } 86 | } 87 | 88 | Color32 AdjustColorForLongatitude(Color color, Color iceColor, float distFromEquator, PlanetParameters planetParams) { 89 | Color32 polarCapsColor = Color.Lerp (color, iceColor, Mathf.Clamp(planetParams.icyness, 0f, 1f)); 90 | Color32 equatorColor = Color.Lerp (color, iceColor, Mathf.Clamp(planetParams.icyness-1f, 0f, 1f)); 91 | return Color32.Lerp(equatorColor, polarCapsColor, Mathf.Clamp(distFromEquator, 0f, 1f)); 92 | } 93 | 94 | 95 | void ApplyPlanetSizeAndElevationToMesh(PlanetParameters planetParams) { 96 | // apply planet size and elevation 97 | Vector3[] vertices = mesh.vertices; 98 | for (int i = 0; i < vertices.Length; i++) { 99 | Vector3 vertex = vertices[i]; 100 | vertex.Normalize(); 101 | float noiseAtVertex = CalcNoiseAtSpherePoint(vertex, planetParams); 102 | 103 | float scaleMultiplier = planetParams.planetSize; 104 | if(noiseAtVertex > planetParams.seaLevel) { 105 | scaleMultiplier += (noiseAtVertex-planetParams.seaLevel)*planetParams.terrainHeight; 106 | } 107 | vertex = Vector3.Scale(vertex, new Vector3(scaleMultiplier, scaleMultiplier, scaleMultiplier)); 108 | 109 | vertices[i] = vertex; 110 | } 111 | mesh.vertices = vertices; 112 | mesh.RecalculateBounds(); 113 | } 114 | 115 | 116 | enum CubeSide { 117 | Top, Bottom, Left, Right, Front, Back 118 | } 119 | 120 | Vector3 FindSpherePointForTexturePoint(CubeSide side, float x, float y) { /** x and y should be in the 0..1 range */ 121 | float x2; 122 | float y2; 123 | float z2; 124 | 125 | // TODO: I believe I could represent the below transforms using matrix coords and some matrix ops 126 | switch(side) { 127 | case CubeSide.Top: 128 | x2 = x; 129 | y2 = 1; 130 | z2 = y; 131 | break; 132 | case CubeSide.Bottom: 133 | x2 = x; 134 | y2 = 0; 135 | z2 = -(y-1); 136 | break; 137 | case CubeSide.Left: 138 | x2 = 1; 139 | y2 = y; 140 | z2 = x; 141 | break; 142 | case CubeSide.Right: 143 | x2 = 0; 144 | y2 = y; 145 | z2 = -(x-1); 146 | break; 147 | case CubeSide.Front: 148 | x2 = -(x-1); 149 | y2 = y; 150 | z2 = 1; 151 | break; 152 | case CubeSide.Back: 153 | x2 = x; 154 | y2 = y; 155 | z2 = 0; 156 | break; 157 | default: 158 | throw new System.ArgumentException("unrecognized cube face name: " + this.name); 159 | } 160 | 161 | // By centering and normalizing the cube coords, 162 | // the cube coords are transformed to sphere coords, so that the values sampled from the perlin noise space are from the surface 163 | // of a sphere. This results in distorted UV maps, which is exactly what we want. They are distorted so that when they are 164 | // applied to the sphere they exactly match the values from the sphere surface in the perlin noise they are sampled from. 165 | 166 | return new Vector3(x2-0.5f, y2-0.5f, z2-0.5f); 167 | } 168 | 169 | float CalcNoiseAtSpherePoint(Vector3 point, PlanetParameters planetParams) { 170 | return Noise.Noise.GetOctaveNoise(planetParams.perlinSpaceSeed.x*planetParams.perlinScaler.x + point.x, 171 | planetParams.perlinSpaceSeed.y*planetParams.perlinScaler.y + point.y, 172 | planetParams.perlinSpaceSeed.z*planetParams.perlinScaler.z + point.z, 173 | planetParams.PERLIN_OCTAVES); 174 | } 175 | 176 | void Update() { 177 | gameObject.transform.Rotate(Vector3.down * Time.deltaTime * rotationSpeed); 178 | } 179 | } 180 | -------------------------------------------------------------------------------- /Assets/Planet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc3420348c36744d8ad4e62252c8f638 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Planet.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Planet" { 2 | Properties { 3 | _MainTex ("Diffuse(RGB) Spec(A)", 2D) = "white" {} 4 | _BumpMap ("Bumpmap", 2D) = "bump" {} 5 | _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) 6 | _RimPower ("Rim Power", Range(0,8.0)) = 3.0 7 | _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) 8 | _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 9 | 10 | } 11 | 12 | SubShader { 13 | Tags { "RenderType" = "Opaque" } 14 | 15 | CGPROGRAM 16 | #pragma surface surf Planet 17 | 18 | float _Shininess; 19 | sampler2D _MainTex; 20 | sampler2D _BumpMap; 21 | float4 _RimColor; 22 | float _RimPower; 23 | 24 | half4 LightingPlanet (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) { 25 | half3 h = normalize (lightDir + viewDir); 26 | half diff = max (0, dot (s.Normal, lightDir)); 27 | float nh = max (0, dot (s.Normal, h)); 28 | float spec = pow (nh, 48.0); 29 | half rim = ((1 - (dot (normalize(viewDir), (s.Normal)))) + ((dot (normalize(lightDir), (s.Normal))))); 30 | half4 c; 31 | c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec * s.Alpha * _Shininess * _SpecColor) * (atten * 2); 32 | c.rgb = c.rgb * (pow (rim, _RimPower) * _RimColor.rgb); 33 | return c; 34 | } 35 | 36 | struct Input { 37 | float2 uv_MainTex; 38 | float2 uv_BumpMap; 39 | float3 viewDir; 40 | float3 worldRefl; INTERNAL_DATA 41 | }; 42 | 43 | void surf (Input IN, inout SurfaceOutput o) { 44 | o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb; 45 | o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); 46 | o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a; 47 | } 48 | ENDCG 49 | 50 | } 51 | Fallback "Diffuse" 52 | } -------------------------------------------------------------------------------- /Assets/Planet.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 46fca488f7d7b417a949a2fa60f2e18d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Planet.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/Assets/Planet.unity -------------------------------------------------------------------------------- /Assets/Planet.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c8e459d720774723b7d434c02c98fc1 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/PlanetNameGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /** 5 | * Slap together some syllables to generate some sci-fi sounding planet names 6 | */ 7 | public class PlanetNameGenerator : MonoBehaviour { 8 | 9 | static string[] titles = { 10 | "New", "Proxima", 11 | "Psi", "Alpha", "Beta", "Delta", "Gamma", 12 | "Epsilon", "Sigma" }; 13 | 14 | static string[] ordinals = { "I", "II", "III", "IV", "V", "Prime" }; 15 | 16 | static string[] first = { 17 | "Hel", "Bal", "Can", "Mal", "Gal", 18 | "Aven", "Far", "Fat", "Fur", "Ot", 19 | "Gor", "Un", "Min", "Hel", "Khaf", 20 | "Tar", "Vord", "Sol", "Avan", "Os", 21 | "Erm", "Avit", "Ber", "Uaf", "Att", 22 | "Val", "Avit", "Gil", "Nord", "Sing", 23 | "Riv", "Delt", "Az", "Rek", "Ant", 24 | "Mag", "Cat", "Lat", "Ekur", "Lan", 25 | "Oc", "Bak", "Om", "Carac", "Shon", 26 | "Phob", "Blerr", "Harmon", "Vent", "Max", 27 | "Lum", "Dor", "Lad", "Fid", "End", 28 | "God", "Gav", "Gald", "Hal", "Had", 29 | "Kev", "Cham", "Lor", "Mar", "Op", 30 | "Qat", "Rav", "Ral", "Rel"}; 31 | 32 | static string[] second = { 33 | "ion", "zar", "ina", "erius", "ana", 34 | "tia", "ia", "alus", "aria", "ra", 35 | "una", "vos", "ania", "is", "ius", 36 | "lon", "ria", "adria", "alla", "ataine", 37 | "lingen", "ara", "da", "iri", "asta", 38 | "icron", "icore", "ian", "eer", "etor", 39 | "eon", "cus", "ra", "ron"}; 40 | 41 | public static string GenerateName() { 42 | 43 | bool hasPrefix = Random.Range(0,4) == 0; 44 | 45 | string title = ""; 46 | if(hasPrefix) { 47 | title = titles[Random.Range(0, titles.Length-1)] + " "; 48 | } 49 | string name = first[Random.Range (0, first.Length-1)] + second[Random.Range (0, second.Length-1)]; 50 | 51 | bool hasTwoWordName = Random.Range(0,5) == 0; 52 | string namePartTwo = ""; 53 | if(hasTwoWordName) { 54 | namePartTwo = " " + first[Random.Range (0, first.Length-1)] + second[Random.Range (0, second.Length-1)]; 55 | } 56 | 57 | bool hasOrdinal = Random.Range(0,3) == 0; 58 | 59 | string ordinal = ""; 60 | if(hasOrdinal) { 61 | ordinal = " " + ordinals[Random.Range(0, ordinals.Length-1)]; 62 | } 63 | 64 | return title + name + namePartTwo + ordinal; 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/PlanetNameGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 201e120f4a2d042929dc36615f35d3f2 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/PlanetParameters.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [System.Serializable] 5 | public class PlanetSeed { 6 | public int seed; 7 | 8 | public PlanetSeed(int seed) { 9 | this.seed = seed; 10 | } 11 | } 12 | 13 | public class PlanetParameters { 14 | 15 | public PlanetSeed planetSeed; 16 | 17 | public string name; 18 | 19 | // changing this will change the dimensions sphere or ovoid that is sampled from perlin space 20 | // not sure why, but this perlin noise seams to be less dense on the z axis, so adding a multiplier to even it out 21 | public Vector3 perlinScaler = new Vector3(1, 1, 1); 22 | 23 | public int PERLIN_OCTAVES = 8; // increase octaves for more detail 24 | 25 | // water 26 | public float seaLevel; 27 | public Color32 waterColor; 28 | public Color WATER_NORMAL = new Color(0.5f, 0.5f, 1f); 29 | 30 | // land 31 | public float terrainHeight; 32 | public float gradientMultiplier; 33 | public Color LAND_NORMAL = new Color(0.5f, 0.5f, 1f); 34 | 35 | public Vector3 perlinSpaceSeed; 36 | public Gradient gradient; 37 | 38 | public Color landIceColor; 39 | public Color waterIceColor; 40 | public float icyness; 41 | 42 | public Color starLight; 43 | public float starIntensity; 44 | 45 | public float planetSize; 46 | 47 | public PlanetParameters() : this(new PlanetSeed((int)System.DateTime.Now.Ticks)) { 48 | } 49 | 50 | public PlanetParameters(PlanetSeed planetSeed) { 51 | this.planetSeed = planetSeed; 52 | Random.seed = planetSeed.seed; 53 | gradientMultiplier = Random.Range (1.3f, 2.3f); 54 | 55 | seaLevel = Random.Range (0.25f, 0.8f); 56 | terrainHeight = Random.Range (0.04f, 0.08f); 57 | 58 | perlinSpaceSeed = new Vector3(Random.Range(1f, 10f), Random.Range(1f, 10f), Random.Range(1f, 10f)); 59 | 60 | icyness = Mathf.Sqrt(Random.Range (0.01f, 15.0f))-2f; 61 | 62 | Color32 shore = color(Random.Range(60, 120), Random.Range(120, 180), Random.Range(70, 110)); 63 | Color32 hills = color(Random.Range(80, 140), Random.Range(100, 160), Random.Range(60, 100)); 64 | Color32 highHills = color(Random.Range(80, 140), Random.Range(100, 160), Random.Range(60, 100)); 65 | Color32 mountains = color(Random.Range(210, 250), Random.Range(210, 250), Random.Range(230, 250)); 66 | 67 | gradient = new Gradient(); 68 | Gradient.GradientPoint p1 = new Gradient.GradientPoint(shore, 0.0f); 69 | Gradient.GradientPoint p2 = new Gradient.GradientPoint(hills, 0.5f); 70 | Gradient.GradientPoint p3 = new Gradient.GradientPoint(highHills, 0.8f); 71 | Gradient.GradientPoint p4 = new Gradient.GradientPoint(mountains, 1.0f); 72 | 73 | gradient.gradientPoints = new Gradient.GradientPoint[] { p1, p2, p3, p4 }; 74 | 75 | waterColor = new Color32((byte)Random.Range(40, 50), (byte)Random.Range(30, 90), (byte)Random.Range(90, 150), (byte)80); 76 | landIceColor = new Color32((byte)Random.Range(230, 240), (byte)Random.Range(230, 240), (byte)Random.Range(240, 255), (byte)30); 77 | waterIceColor = new Color32((byte)Random.Range(230, 245), (byte)Random.Range(240, 255), (byte)Random.Range(230, 245), (byte)240); 78 | 79 | starLight = new Color32( 80 | (byte)(Random.Range(135, 195) - 50*icyness), 81 | (byte)(Random.Range(164, 124) - 40*icyness), 82 | (byte)(Random.Range(200, 255) - 2*icyness), 83 | (byte)255); 84 | 85 | starIntensity = Random.Range (1.5f, 2.0f); 86 | 87 | planetSize = Random.Range (0.75f, 1.25f); 88 | 89 | name = PlanetNameGenerator.GenerateName(); 90 | } 91 | 92 | public Color32 color(int r, int g, int b) { 93 | return new Color32((byte)r, (byte)g, (byte)b, (byte)0); 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /Assets/PlanetParameters.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b1b177d7c04c44ef9cacaa23c5d9706 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/SaveButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System; 4 | 5 | public enum SaveButtonState { 6 | Add, Remove, SaveListFull 7 | } 8 | 9 | public class SaveButton : MonoBehaviour { 10 | 11 | public static int maxSaves = 13; 12 | public SolarSystem solarSystem; 13 | 14 | public SaveButtonState state = SaveButtonState.Add; 15 | 16 | void Start() { 17 | if(ApplicationState.singleton.data.savedPlanets.Contains(solarSystem.planetParams.planetSeed)) { 18 | state = SaveButtonState.Remove; 19 | } else if (ApplicationState.singleton.data.savedPlanets.Count >= maxSaves) { 20 | state = SaveButtonState.SaveListFull; 21 | } 22 | gameObject.guiText.text = TextForState(state); 23 | } 24 | 25 | String TextForState(SaveButtonState state) { 26 | switch(state) { 27 | case SaveButtonState.Add: return "Save"; 28 | case SaveButtonState.Remove: return "Unsave"; 29 | case SaveButtonState.SaveListFull: return "List Full"; 30 | default: 31 | throw new ArgumentException("unrecognized enum value: " + state); 32 | } 33 | } 34 | 35 | void OnMouseDown() { 36 | ApplicationState appState = ApplicationState.singleton; 37 | ApplicationData data = appState.data; 38 | 39 | switch(state) { 40 | case SaveButtonState.Remove: 41 | data.savedPlanets.Remove(solarSystem.planetParams.planetSeed); 42 | appState.Save(); 43 | state = SaveButtonState.Add; 44 | break; 45 | case SaveButtonState.Add: 46 | data.savedPlanets.Add(solarSystem.planetParams.planetSeed); 47 | appState.Save(); 48 | state = SaveButtonState.Remove; 49 | break; 50 | case SaveButtonState.SaveListFull: 51 | break; 52 | default: 53 | throw new ArgumentException("unrecognized enum value: " + state); 54 | } 55 | gameObject.guiText.text = TextForState(state); 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/SaveButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac5d6be4424fc4e4391c737ee97f6640 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/SaveList.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SaveList : MonoBehaviour { 5 | 6 | void Start () { 7 | ApplicationState state = ApplicationState.singleton; 8 | ApplicationData data = state.data; 9 | 10 | int i = 0; 11 | foreach(PlanetSeed planetSeed in data.savedPlanets) { 12 | GameObject gameObject = new GameObject("GUIText_" + planetSeed.seed.ToString()); 13 | GUIText saveLabel = gameObject.AddComponent(typeof(GUIText)) as GUIText; 14 | saveLabel.transform.parent = transform; 15 | 16 | saveLabel.transform.localPosition = new Vector3(0f, -0.07f-0.05f*i, 0f); 17 | 18 | saveLabel.text = new PlanetParameters(planetSeed).name; 19 | saveLabel.fontSize = 40; 20 | saveLabel.anchor = TextAnchor.MiddleCenter; 21 | saveLabel.alignment = TextAlignment.Center; 22 | saveLabel.pixelOffset = new Vector2(0f, 0f); 23 | SavedPlanetButton savedPlanetButton = saveLabel.gameObject.AddComponent("SavedPlanetButton") as SavedPlanetButton; 24 | savedPlanetButton.planetSeed = planetSeed; 25 | i++; 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/SaveList.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e4896d81ddbb41e3b0e5c77cacc7f97 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/SaveList.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/Assets/SaveList.unity -------------------------------------------------------------------------------- /Assets/SaveList.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f83f1b1643a540d493a77e5a29eb802 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/SavedPlanetButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SavedPlanetButton : MonoBehaviour { 5 | 6 | public PlanetSeed planetSeed; 7 | 8 | void OnMouseDown(){ 9 | ApplicationState.singleton.data.activePlanet = planetSeed; 10 | Application.LoadLevel("Planet"); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- 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userData: 51 | -------------------------------------------------------------------------------- /Assets/SolarLight.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SolarLight : MonoBehaviour { 5 | public void GenerateStar(PlanetParameters planetParams) { 6 | light.color = planetParams.starLight; 7 | light.intensity = planetParams.starIntensity; 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/SolarLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40ffe410a2aa84445b9a5499b1fa4e51 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/SolarSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SolarSystem : MonoBehaviour { 5 | 6 | public Planet planet; 7 | public SolarLight solarLight; 8 | public HeadsUpDisplay hud; 9 | 10 | public PlanetParameters planetParams; 11 | 12 | void Start() { 13 | if(ApplicationState.singleton.data.activePlanet != null) { 14 | Display(ApplicationState.singleton.data.activePlanet); 15 | } else { 16 | DisplayRandom(); 17 | } 18 | } 19 | 20 | public void NextSystem() { 21 | ApplicationState.singleton.data.activePlanet = null; 22 | Application.LoadLevel("Planet"); 23 | } 24 | 25 | void DisplayRandom() { 26 | Display(new PlanetParameters()); 27 | } 28 | 29 | void Display(PlanetSeed planetSeed) { 30 | Display(new PlanetParameters(planetSeed)); 31 | } 32 | 33 | public void Display(PlanetParameters planetParams) { 34 | this.planetParams = planetParams; 35 | planet.GeneratePlanet(planetParams); 36 | 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https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/ProjectSettings/Physics2DSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/ProjectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/ProjectSettings/ProjectSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/ProjectSettings/QualitySettings.asset -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/ProjectSettings/TagManager.asset -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/jpbetz/planet-generator/dbb54661f96529fd1cbec56d0995f8dd8a028a44/ProjectSettings/TimeManager.asset -------------------------------------------------------------------------------- /Readme.md: -------------------------------------------------------------------------------- 1 | Procedural Planet Generator 2 | =========================== 3 | 4 | A random planet generator. Planetary terrain is generated and rendered onto 5 | 3D planet models that can be viewed from space at any angle. 6 | 7 | 3D perlin noise is used to produce the seamless planetary terrain. A sphere from the 3D 8 | noise is mapped onto 2D textures and then wrapped back onto a 3d sphere model of the planet 9 | for rendering. This allows for high resolution terrain while still keeping the vertex count 10 | on the model relatively low. 11 | 12 | Screenshots 13 | ----------- 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | Requirements 31 | ------------ 32 | * Unity 4.6+ 33 | 34 | Features 35 | -------- 36 | * 3D rendered generated planets, Fully lit and shaded 37 | * Fast. Only takes about 1 sec to generate and render a new planet on an iPhone 38 | * OSX, iOS and Android support 39 | * Zoom and rotate controls (pinch to zoom on mobile) 40 | * 3D scene includes System Star and surrounding galaxy 41 | * Save list to persist favorite discovered planets 42 | 43 | What is generated? 44 | ------------------ 45 | * Diffuse and specular texture maps for planetary terrain and oceans 46 | * Terrain height (part of 3D planet mesh, and aligned with the texture maps) 47 | * Color of terrain and ocean, using generated gradations for topology 48 | * System star light and intensity 49 | * Ice effects based on planet temperature (ice has boosted specularity to give proper visual effect) 50 | * Generate planet names as well, just for fun 51 | 52 | TODO 53 | ---- 54 | * [ ] Generate next planet(s) in background to minimize wait 55 | * [ ] Progressively generate higher resolution textures in background (after next planets have been generated) 56 | * [ ] Zoom out to solar system scale, draw orbit lines 57 | * [ ] Atmosphere generation 58 | * [ ] Physics based Star and Planet Mass, orbit, light and temperature values 59 | * [ ] Add support for moons (both as primary planet and as planet primary orbits around) 60 | * [ ] Level of detail renderer (LOD), allowing for memory efficient zoom from deep space to human scale on planet surface with high resolution throughout. 61 | * [ ] Biome generation 62 | * [ ] Surface feature generation: Plants, Concave terrain features (arches, caves, overhung cliffs), erosion, tectonics 63 | --------------------------------------------------------------------------------