Category: Realistic planet generator

Realistic planet generator

StarGen is the latest version of a series of programs I've worked on off and on over the last thirty years, though none of my code in the current incarnation is more than half that age. It's a program for creating moderately believable planetary systems around stars other than our own. The image above is a thumbnail of the sort of thing it produces.

Click on it for a page of examples. StarGen owes a lot to many different precursors written by several authors over the years. It's oldest roots are a couple of papers published 30 or more years ago by Stephen Dole of the Rand corporation.

Additional information came from a paper by Martyn J. Carl Sagan and Richard Isaacson refined the model and published a paper of their own in Inspired by the Dole and Sagan papers, Martyn Fogg created a microcomputer version of Accrete, still in Fortran, and published a paper in InMatthew Burdick, who turned the Accrete model as described by Fogg into a program called "starform".

I believe that it was he who incorporated the earlier work of Kothari into the code. There have been several different versions of starform, with bits and pieces added and modified by others over the years. These include programs by Ian Burrell, C. Burke and Chris Croughton, aka Keris. My own StarGen is based mostly on Burdick's, but has borrowed from the others, most notably Keris's.

To be honest, I don't recall what if anything I may have borrowed from the rest. I immediately purchased a copy of the second edition of "Habitable Planets for Man", which had just been published by American Elsevier.

In I created my own random solar system generator in Fortran. I ran into stargen in the late 80's and started working on various modifications of it, since its simulations were much better than my own.

Features This section lists a number of differences between StarGen and other similar programs. It makes a Web page for each planetary system it creates, and if it is asked to create a number of systems, a thumbnails page showing a small table for each system generated.Its summaries hit the high notes; gravity, length of a year, number of moons, types of land masses, size compared to Earth, and an orbital summary.

This planet has 0. It has a slightly ellipsoid orbit and hour days. There are two giant storm systems in the planets atmosphere similar to the Great Red Spot of Jupiter. Available in an online version as well as an offline windows version, Planet Map Generator will create a fractal map for you based on a random seed. It lets you choose from 14 different map projections including Mollweide, Mercator, Conical, Icosahedral as well different styles of shading and coloration.

You can have it randomly generate a name and percentage ice and water, or specify those values yourself. En World: N. Particularly nice is the human-readable summary of the planet.

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Mu Centauri III, otherwise known as HiJak, is a medium-sized icy planet orbiting a red carbon star and is a super-rich bronze age homeworld. It spits out a simple summary of the planet geographic features, notes on life forms and some generic game statistics industry, science, size, habitability. It also creates a cool linking rotating world, complete with cloud effects, but the inability to link to a particular planet makes it impossible to reference in-game.

A sandy desert lit by a bright blue sun.

realistic planet generator

Clusters of grey fronds. Massive herds of three-legged, brown beasts move across the planet in time with the seasons. Their heads have three horns. There are many dormant volcanoes. Once generated you can quickly change between three map projections: glob, equal area map, and Mercator map. The tool also gives you different displays to show types of terrain, tectonic plates, elevation, temps, and moisture.

You can turn of extras like the city, hex, and label generation, but either way its great fodder for your next global hexcrawl. A fractal map created by the Planet Map Generator. Glad to hear it!

Skip to content. A world generated using the Planet Map Generator utilizing the Mollweide projection. It also creates a cool linking rotating world, complete with cloud effects, but the inability to link to a particular planet makes it impossible to reference in-game Orivim II A sandy desert lit by a bright blue sun.

An example map created using the Hypertext d20 Planet Generato r. Share this: Facebook Twitter Pocket Email. February 26, February 16, January 12, This suddenly comes in very handy. Sorry, your blog cannot share posts by email. Type: Dense reducingPressureThe generated textures are now saved in the downloadable standalone version not possible in the web build sorry.

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The first prototype was made in 8 hours at the Oktober Berlin Mini Jam. Log in with itch. Would you consider posting the code for this on GitHub so it can be modified? I have a few ideas for this, like generating textures from the command line, and randomization.

realistic planet generator

I think I can do that. I removed the planet generation feature from my game "The Fermi Paradox" so there wont be any conflicts and I could put it on GitHub.

It would be awesome others play around with the code. Honestly I have not so much experience with Git collaboration, but I would like to try this with the Planet Generator, because there are still people interested in it.

I put it into my to-do list and hope I have time for it soon. Planet Surface Generator. Version 1. The generated textures are now saved in the downloadable standalone version not possible in the web build sorry A Fractal Landscape Generator Tool made for ProcJam The first prototype was made in 8 hours at the Oktober Berlin Mini Jam. More information. Comments Log in with itch.

realistic planet generator

Thanks for this tool. Joerg Reisig days ago.If you can imagine it, you can build it with Terragen Creative. Build whole planets of realistic and beautiful views, control the weather and the light. Add plants, houses, or anything you choose. Your world is waiting…. Terragen 4 is available as a free download.

The free version may be used for non-commercial purposes, or 30 days of commercial evaluation. These discounts will run until May 31st, Texture mapping is a vital part of creating realistic representations of objects in 3D. For many years the near-universal standard for representing texture map coordinates, shape, etc. UV Mapping….

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Terragen 4. Most notably, the Path Tracer is now more full-featured and has been heavily optimized, making it ready for production…. Some of the many set extensions Joe Beckley created in Terragen for Missing Link All green screen portions were rendered in Terragen We recently got the opportunity to sit down with Joe….

Watch the new logo animation…. Lufthansa and Terragen A project recently shared on the Planetside Forums impressed us with its seamless integration and highly realistic results. We spoke with artist Marcin Gruszczyk about the project and he…. New in Terragen 4. Ray-traced Preview. Photo-real Clouds. Ozone Simulation.

Lens Effects. Animation for All.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'd like to collect a list of algorithms and other resources to generate realistic and interesting visuals of planets.

The visual should look like something which you'd expect to find on the NASA homepage. Key attributes would be:. The final goal should be to give Science Fiction SciFi writers a tool to generate a world which helps them to spark ideas, create locations for scenes, or as a basis to render nice images for their books. If you want high-level descriptions of a very mature procedural planet renderer, Infinity is perhaps the most venerable.

The development blog covers many of the concepts used to create some very nice procedural planets and some other very nice space phenomena. Fractal terrain generation works wonders for creating realistic landscapes.

I imagine you could scale the processs up in order to generate landmasses on a plantary scale. This site has a detailed description of the process used for landscapes. Check out conworlding links.

There is actually commercial software out there ProFantasy comes to mind but if you wanted to do something from scratch, I have a link you may be interested in :. Finally, Guy Lecky-Thompson has written some interesting books on using procedural content in game design. I have both of his books and they are very inspiring.

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Many algorithms are listed, including a few RNG implementations, name generators HINT: pick a list of name parts, then how many parts each name should have, then randomisetwo whole chapters on terrain and landscape generation, a dungeon chapter Speaking of dungeons, dunno if you have heard of Roguelikes, but I have recently been looking into these. I imagine that many of the same general principles they use for dungeons can be applied - and there are wilderness algorithms they share, besides.

Temple of The Roguelike - possibly the largest Roguelike dev forum. Wilderness Generation using Vornoi Diagrams - this blog is run by a developer of Unangband, a very popular Rogue variant.

Random Planet Generators

Many people in the Roguelike dev community share sources. Markov Chain - this article is about how to put together randomised names using Markov Chains. The wiki where this is hosted has quite a few algorithms of interest to anyone generating procedural content of any sort.

Roguebasin - many useful aglorithms and code examples here.

realistic planet generator

I'm no astronomer, but you might consider some sort of decision tree for a preliminary classification of the planet:. Things like craters would be indirectly determined by 1, 3, and 6.If you're seeing this message, it means your ad-blocker is hiding the ad that's supposed to display here.

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Planet Name Generator

If you enjoy the site, please whitelist RanGen. Thank you! Become a Patron today, and with your help, RanGen can take over the world by tomorrow! And, y'know, create a bigger, better website too. Check out these sites! This Gen ignores some realistic scientific details such as Sky Color in favour of details to provide a more interesting backdrop for your story.

Revolutionise your writing process with Scrivenera must-have addition to every writer's tool box. Welcome to RanGen, a space that offers writing prompts and inspirational bursts creators of all shapes and sizes.

I'm your host, Ameronisand I'll be happy to take you on a wonderful, magical journey with the help of my many Gens. Whether you're a writer, script-maker, artist, role-player, game-maker, or just someone looking for some fun, I'm sure you'll find a ton of interesting suggestions, from the inspiring and artistic, to the silly and downright baffling.

If you're ever stuck for ideas, or are looking for seeds of inspiration, then RanGen is the place for you! Looking for a place to get started? Why not try this randomly chosen Gen?

Got a question, Gen request, found a site problem or just want to say hello? Let me know here! If you're human leave this blank:. Drink Magical Artifact Weapon. Want more Generators? Worldbuilding Generators Planet Generator - V3!The Imperium contains millions of settled planets. Such is the number of these planets that an almost limitless variety of environments can be created for the setting of your game. Below is detailed a method for generating planetary information, and a standardized layout for presenting the information.

The steps below allow the generation of a planet within the Imperium that holds some form of settlement and society. Obviously, there are many more planets in the galaxy that are devoid of life than there are which bear civilisation: in any star system, usually only one, sometimes two, rarely three, and virtually never more than four of the planets will be settled.

Most of the planets in a system are simply too inhospitable, even for the most inventive of colonists and most lengthy of terraforming projects. The steps detailed below for generating a planet will create a planet that is within the parameters where civilisation can be easily established, or made possible by the stubbornness of humanity and the technology of the Adeptus Mechanicus.

Some of the steps have tables which allow you to randomly generate traits for the planet, all of which use a d, and some of which will then require the rolling of one or more d10 to get a further definition. Other steps have no random tables, and are merely a suggestion of what kind of details you should create for the planet to make it complete and distinctive.

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When generating a planet you can use as many of the random tables as you wish, or you can simply select one of the options from each table.

The details, colour and flavour must be added by the Dark Heresy GM and players as required by their campaign. The class of a world describes what type of planet it is, what kind of civilisation and society can be found on the planet, what level of technology is commonly used on the world, and what kind of relationship the people of the planet have with the Imperium. Keep in mind that this generator was made with the relatively densely-populated Calixis sector in mind.

For other sectors, these worlds will be a much rarer sight. If rolling multiple worlds, this world type needs at least one nearby Agri-world to feed its citizens. If rolling multiple worlds, this world type needs at least one nearby mining world to supply it with raw materials. Whatever happened, roll 1d80 on this table to establish this world's original class, before everything went to shit in a stain. But it wasn't always this way.

Roll 1d80 on this table to see what this world was originally like before one thing led to another. The vast majority of planets are lifeless, but this particular world was once inhabited. Roll 1d80 on this table to estalish this world's original class. The level of technology common on a planet will determine a lot about its society and economy, and will limit what is available to be bought and traded there. The tech level given for a world is not an absolute limit on what can be found there; it is simply a measure of what technological level the indigenous people possess, and is what is most common on the world.

The tech level of a planet is determined by generating a value based on the class of the world. The first two letters are used to indicate what Segmentum the planet is in. The next piece of information is a three letter code that indicates the sector of space that the planet is in. In the case of Calixis, CAL is used.

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