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Game Dev Tool // Deep Dive

Universe Generator V2

Three modules in one tool: slider-driven planet generation with GPU compute erosion, node-based starmap compositing with HDR pipeline, and biome-aware cloud systems. Produces PBR textures for sci-fi game worlds in seconds.

Planet Generator UI with slider workflow Starmap Generator with node editor
Why This Exists

Worlds Need Textures

STARS BEYOND has procedurally generated planets across multiple biomes. Painting each texture by hand doesn't scale, so this tool was built alongside the game to rapidly produce unique planet textures. Now being developed into a standalone application.

What It Does

Gallery

Eridan System Planets

The four worlds of the Eridan System in STARS BEYOND, each generated from tuned presets. Hybrid multifractal terrain, GPU erosion, PBR output and atmosphere rendering, all from sliders.

Kessler - Rocky Desert Mining World
Kessler — Rocky Desert
Voss - Temperate Frontier World
Voss — Temperate Frontier
Theta-7 - Barren Moon
Theta-7 — Barren Moon
Nyx - Ice World
Nyx — Ice World
Deep Space

Starmap Generator

Node-based compositing for cinematic space backgrounds. An HDR pipeline with ACES tonemapping produces spatial envelope nebulae that look like real astrophotography, not procedural noise.

Starmap Generator with node editor and 3D preview

HDR Pipeline

Full float64 processing with ACES tonemapping. Colors stay rich and natural through the entire compositing chain without clipping or banding.

5 Cinematic Presets

Teal, Blue, Amber, Violet, Emerald. Each preset produces a distinct mood. Desaturated, subtle, Star Citizen style backgrounds.

Cubemap Export

DDS cubemap output in horizontal cross layout. Imports directly into Unreal Engine 5 as a TextureCube for skybox use.

Node Compositing

Recursive noise for nebula shapes, domain warping for organic structures, star field layers with brightness in alpha. Full creative control.

Architecture

Dual Workflow Pipeline

Two generation modes for different tasks. Planets use a sequential slider pipeline for fast iteration. Starmaps use a node graph for creative compositing. Both produce production ready output.

PLANET (SLIDER-DRIVEN)

Continents Mountains Detail GPU Erosion Colorize PBR Output

STARMAP (NODE-BASED)

Noise Layers Nebula Shapes Star Field Color Grade HDR Output

Generators

Perlin noise, ridged multifractal, Voronoi tessellation, tectonic plates with continental drift simulation, crater fields and surface detail layers.

Filters

Domain warping for organic shapes, gaussian smoothing, terrace stepping, curves adjustment, normalize, clamp, invert. All with real time parameter sliders.

GPU Erosion

Pipe-model hydraulic erosion on OpenGL 4.3 compute shaders. Latitude correction for equirectangular projection. 4K erosion in 0.3 seconds on RTX 5080, plus thermal erosion with cliff preservation.

Selectors

Height and slope based masks for selective blending. Altitude thresholds control where snow, sand or vegetation appears.

Color

Gradient based colorization by altitude, slope aware shading, hillshade lighting, ocean coloring with depth falloff and polar ice caps.

PBR Output

Exports basecolor, heightmap, normal map (four scale UDN blending) and roughness. Packed texture export for engine ready channel packing.

Texture Output

Equirectangular Export

Every planet generates a full equirectangular projection that maps directly onto a sphere in any game engine. The 2D preview shows the unwrapped texture with terrain, ocean, erosion and polar ice visible.

Voss temperate planet 2D equirectangular texture
Real-Time Preview

OpenGL PBR Renderer

The built in 3D viewport renders the planet with vertex displacement, PBR material properties and atmospheric glow. OpenGL 4.3 with compute shaders for GPU erosion. Immediate visual feedback while adjusting sliders.

Vertex Displacement

Heightmap data drives actual geometry displacement on the sphere, not just a flat texture. Mountains and valleys are visible in silhouette.

Normal Mapping

Four scale normal blending (macro, meso, fine, micro) using UDN technique with 2x shader amplification. Surface detail comes from lighting alone.

Atmosphere

Fresnel based atmosphere glow with auto coloring derived from the planet's surface palette. Adjustable density and color override.

Camera Controls

Orbit with left mouse, pan with middle mouse, zoom with scroll. Full interactive inspection of the generated planet from any angle.

Under the Hood

Tech Stack

UI Framework

DearPyGui for the full desktop application: node editor, properties panel, 3D viewport and toolbar. GPU accelerated immediate mode UI.

Noise Engine

Custom spherical noise functions (fBm, ridged, Voronoi, domain warp) with Numba JIT compilation for near native performance on large textures.

Renderer + GPU Compute

OpenGL 4.3 with custom GLSL shaders for PBR rendering and compute shaders for erosion. Vertex displacement, atmosphere glow and thread-safe GPU context management.

Graph Engine

Custom DAG execution engine with topological sort, dirty flag propagation and type safe pin connections. 34 node types across 7 categories.

Python DearPyGui OpenGL GLSL NumPy Numba JIT SciPy Pillow moderngl GPU Compute Shaders
By the Numbers

Key Metrics

34 Node Types

Generators, combiners, filters, erosion, selectors, color and output nodes. Covers the full planet creation workflow.

16+ Presets

Planet presets for every biome, 5 cinematic starmap themes, 16 cloud variants across 6 biome types. Covering the full Eridan System and beyond.

5 Texture Channels

Basecolor, heightmap, normal map, roughness and packed exports. All generated from a single graph, ready for import into any game engine.

4-Scale Normals

Macro, meso, fine and micro normal layers blended with UDN technique. Surface detail comes from lighting, not color noise.

GPU Erosion

4K hydraulic erosion in 0.3 seconds. OpenGL 4.3 compute shaders with pipe-model simulation, latitude correction, and thermal erosion. 500x faster than CPU.

3 Generator Modes

Slider-driven planet generation, node-based starmap compositing, and biome-aware cloud systems. Each optimized for its task.

Roadmap

What's Next

The Universe Generator is actively in development alongside STARS BEYOND. Most core systems are complete. Current focus is preset tuning and UE5 integration.

Phase Status Scope
Node System Complete DAG engine, 34 nodes, graph execution, dirty caching
Slider Engine Complete Planet v2 pipeline, debounced auto-regeneration, preset loading
GPU Compute Complete OpenGL 4.3 compute shaders, hydraulic erosion, thread-safe context
PBR Export Complete Basecolor, height, normal, roughness, packed channel export
Cloud System In Progress 6 biome types, 16 presets, cyclone warp, GPU rendering
Save / Load Complete JSON graph serialization for starmaps, preset system for planets
Standalone Release Planned Packaged desktop app, documentation, community presets
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