Steven Koch
01 / WHY IT EXISTS

Worlds need textures.

Procedurally generated worlds need surfaces that can be generated and reproduced just as systematically. The tool grew alongside Stars Beyond because hand-painting planet textures does not scale across many worlds.

The current prototype already generates and renders planets interactively. At the same time, its core is being reorganized around one region-based pipeline so the globe, cubemap faces, and future close-up LOD tiles all sample the same continuous world field.

North Star

Orbital planet view → seamless LOD while zooming → click to select a region → high-resolution tiled terrain output at the visual quality expected from professional terrain-authoring tools. Today's Python/ModernGL prototype proves parts of that path; the cubemap core, continuous LOD, tile export, and product rebuild remain clearly marked as development work.

02 / WHAT IT GENERATES

Whole worlds, from a few sliders.

The project scope spans rocky planets, atmosphere, clouds, and other celestial bodies. Current quality work is focused on the terrain core and believable planetary surfaces.

Planets

Terran, rocky, lava, ice and alien worlds with realistic terrain and PBR surface detail.

Gas Giants

An existing generator path for banded atmospheres, scheduled for its own rework after the terrain core.

Suns

Emissive stellar surfaces and glowing celestial bodies within the wider Universe Generator scope.

Clouds

Procedural cloud layers and surface shadows are planned after the terrain and cubemap foundation.

03 / HOW IT WORKS

Built for speed, not busywork.

A parameter-driven workflow with an interactive 3D preview. Form, erosion, and material remain separate, inspectable stages.

Slider-driven

Shape continents, mountains and detail with simple parameters. No node graph to untangle, just dial it in.

Modular erosion stack

Hydraulic, thermal, and fluvial stages are being built as separately measurable operations. The Python/Numba path works; full GPU live integration is still being verified.

Live 3D preview

An OpenGL viewport with real relief lighting and atmosphere, so you see the finished body while you tune it.

04 / ARCHITECTURE

One region, one pipeline.

The v2 architecture brings the orbital globe, cubemap faces, selected regions, and high-resolution export tiles back to one entry point. World-space coordinates instead of local pixel tricks keep forms consistent across LOD levels and tile boundaries.

Region-based terrain core
World-Space Form Erosion Flow / Wear / Deposit Materials Preview
Outputs from the same world region
Height Flow Wear Albedo Normal / AO / Roughness

Generators

fBm, ridged noise, and domain warping shape continents and mountains directly in spherical world coordinates, keeping the same field reproducible across cube faces and resolutions.

Filters

Detail, erosion, terraces, coasts, and material operations are treated as separate filters rather than hidden post-processing. Every meaningful value remains a parameter.

Erosion as the quality core

Hydraulic erosion forms valleys, thermal erosion stabilizes slopes, and fluvial flow accumulation produces dendritic networks. CPU/Numba is the proven reference path; GPU ports are validated against it.

Selectors

Height, slope, flow, wear, and deposition become explicit terrain attributes. Material decisions follow those fields instead of arbitrary color noise.

Color

The colorize pipeline combines altitude, slope, and material masks. Its GPU version has been validated pixel-for-pixel against the CPU reference; further live stages follow the same gate.

Material fields

The core carries albedo, normal, AO, and roughness alongside height, flow, and erosion data. Engine-specific packing and presets deliberately remain roadmap items rather than claimed finished features.

05 / THE QUALITY GATE

One world at every altitude.

Every rebuild step is judged against real globe, cube, and tile renders. Continents seen from orbit must resolve into believable mountains, valleys, and river networks while zooming in—without a visible switch to a different world.

Render gates

Technical metrics are not enough. The actual planet render and high-resolution terrain tiles are the source of truth for every step.

One deterministic field

The same seed and world coordinate produce the same form—from coarse orbital LOD to the exported terrain tile.

Seams as architecture

Cubemap faces are not patched after the fact. World coordinates, shared edges, and region gutters are designed to prevent seams structurally.

Benchmarks over claims

CPU and GPU paths are checked visually against each other. A path counts as finished only when outputs agree and the real render holds up.

06 / REAL-TIME PREVIEW

OpenGL PBR renderer.

The working OpenGL viewport renders the planet with vertex displacement, material properties, lighting, and atmosphere. It is the immediate visual gate for every terrain-core change.

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

Multi-scale normal data brings macro form and fine surface detail into the lighting without overloading albedo with artificial color noise.

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.

07 / PRODUCT TARGET

A focused tool that solves one job well.

If the new core clears its quality gates, the prototype will be rebuilt cleanly as an installable desktop product: author planets from orbit, zoom to terrain level, select regions, and export seamless tile sets for DCCs and engines.

Clear output

Height, albedo, normal, AO, and roughness from the same terrain run—traceable rather than produced by disconnected random processes.

Installable, not a dev setup

The product target is a standalone application with an installer, presets, save/load, and documented export—not a Python environment for the user.

Focused indie pricing

Not a claim to replace full terrain suites. The idea is a lean one-time-purchase tool for planetary texture sets, with an accessible price and an honest feature scope.

Unreal Engine Unity Blender Godot
08 / ORBIT TO TERRAIN

Globe → region → tile set.

The existing prototype can already generate and display whole planets. The new architecture makes six world-space cube faces the source of truth: orbital LODs, selectable detail regions, and finally tiled high-resolution exports without polar distortion or visible seams all derive from them.

09 / UNDER THE HOOD

Tech stack.

UI Framework

DearPyGui powers the current desktop shell with parameter sections, presets, preview controls, and assets. A product rebuild remains a separate decision after the quality proof.

Noise Engine

Custom spherical noise functions using fBm, ridged noise, and domain warp. NumPy and Numba form the working reference path for shape, erosion, and material data.

Renderer + GPU Compute

ModernGL and custom GLSL shaders handle planet rendering, vertex displacement, atmosphere, and GPU colorization. Additional compute stages are verified individually against CPU references.

Terrain Core

A pure region-based generation layer separates form, erosion, material fields, and rendering. The goal is one reproducible path rather than diverging special cases.

Python DearPyGui OpenGL GLSL NumPy Numba JIT SciPy Pillow moderngl Region-based Cubemaps
10 / ENGINEERING CONSTRAINTS

What the rebuild must prove.

6

Six cube faces

The planet is assembled from six world-space regions, without an equirectangular intermediate serving as the source of truth.

1

One region entry point

Globe, intermediate LOD, selected detail region, and export tile are intended to use the same function and world coordinates.

PBR

Shared material fields

Height, flow, wear, and deposit drive albedo, normal, AO, and roughness from the same run.

CPU/GPU

Reference parity

GPU optimizations count as finished only after matching the working CPU/Numba reference visually.

LOCAL

Local production

Generation, preview, and export are intended to run entirely on the user's machine, without a cloud dependency.

PROTO

Explicitly a prototype

Seamless LOD, terrain quality at the level of specialist authoring tools, and reliable tile exports decide whether this becomes a sellable product.

11 / ROADMAP

What's next.

The next step is not another patch on the old monolith. First, the new terrain core must prove its visual quality. If it earns the investment, a clean product rebuild follows as an installable desktop app.

Phase Status Scope
Terrain coreIn progressRegion-based form, erosion, and material pipeline
Cubemap pipelineIn progressSix world regions, clean edges, no polar distortion
GPU live pathIn progressValidate compute stages against the CPU/Numba reference
Engine exportsPlannedPBR sets, packing, and presets for common engines
Close-up / LODPlannedDetail regions and continuous quadtree LOD
Product rebuildAfter quality gateClean installable app, save/load, presets, and documentation
Indie releaseOptionalFocused one-time purchase through Gumroad or similar storefronts