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Planets created using height-maps and fractal algorithms


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I feel the current usage of Quad Sphere's to design planets is way too resource heavy and redundant, especially with a function like leveled subdivision involved.

If the planets used elevation data from height maps then allow fractal algorithms to further define planetary details on closer scale once a certain resolution with the height map was reached, this would free up a lot of system resources currently used by the game's processes. Using height maps allows for a consistent appearance of planetary terrain when implementing fractal algorithms, it's not a planet generated randomly through procedural generation (which would make MP impossible). Using fractal algorithms means that a process of dynamic level of detail can be used in place of the static level of detail currently used with quad spheres. Only the areas that are within a certain distance of an object, be it a ship or Kerbalnaut, will increase the resolution of the mesh within the vicinity of their location to a certain distance from the objects POV while everything outside of it will be lower. This can increase the scale of other areas if the object moves position to another area, which will free up memory and other CPU/GPU functions. Additional details can be added too. Vector Data can be integrated on the planet surfaces to allow for artificial structures like buildings to exist, textures can be created on various heights of terrain using perlin noise algorithms, atmospheric scattering can be implemented at various altitudes and with different effects, you can create better and more lush vegetation types like grass, clouds and tree's with real-time projected shadows.

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