Procedural Planet Generation

Got a major update for my planet system! I’ve greatly improved node/tile subdivision efficiency ! Rather than generate like 32/128 nodes at once, which I have been doing :confused: and is very CPU intensive, I instead generate 4 to 8 nodes per node that the player interacts with. This allows for pinpoint accuracy for subdivisions on the planet region. It also makes getting detail on a insanely large mesh a walk in the park!.. with this new pipeline it doesn’t matter how big the planet is… I can have one up to a size of +40km in diameter! :D. okay I might be over exaggerating a bit. :rolleyes:

Onward and upward!