Tag: Icosahedron

Generating Planets – Part Four – A Tree Structure

This post is going to continue on from the previous one with building systems that we will need, but not actually linking them back into the current code yet. This post is going to focus on how we can organize the faces of our icosahedron into a tree like structure. You may have heard of …

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Generating Planets – Part Three – Traversing The Grid

A major problem with our subdivided icosahedron is that its a lot harder to move around the grid than it is with a simple square grid. Where in the latter you just increase the x or y co-ordinates to move through the array, our problem requires a more complex solution, one regrettably more complex than …

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Generating Planets – Part Two – Terrain

So, in the previous post we generated our sphere, and in this post we are going to turn our smooth sphere into a planet with terrain. I am going to assume you already have a basic understanding of how fractal terrain generation works on a square grid, but if not you should first read this …

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Generating Planets – Part One – Theory

Over the last two days I have been working on some code to generate planets in MonoGame, the content of this post however is general enough to be transferred to any language you wish to use. When I first started investigating planet generation I hoped to be able to transfer the code I developed for …

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