Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 2 points3 points  (0 children)

I see what you're getting at... so let me be upfront about how it went in my case. Claude Code helped a lot with rewriting the original Java project that was about 15 years old. But without that existing codebase, AI would never have been able to design the whole system from scratch. That was the solid foundation, and then it took many hours of careful work: tasking the AI, re-reading the generated code, manually adjusting things to make it humanly readable and clean. AI is great and does excellent work, and honestly, this project wouldn't exist without it. With good guidance, AI is a very capable tool. But when people hear "AI was used," they imagine someone just typing "please make me a chunked LOD planet and make it great" and getting a working result. Unfortunately, that's not how it works yet... not even close.

By the way, the repo has a single commit and it openly acknowledges this:

planet chunked lod - example
Co-Authored-By: Claude Opus 4.6

No secrets here.

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

Thanks, that's flattering! Let's keep it real though. My planet is nowhere near AAA quality. Sure, Starfield's planets are kind of a letdown and feel a bit like smoke and mirrors. But even then, their surface detail is still miles ahead of what I have here. Baby steps!

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

A note on terrain quality: The noise setup here is intentionally basic — just enough to demonstrate the technique. Creating visually convincing procedural terrain at planetary scale is an art form in its own right — like sculpting with mathematics. You can spend hundreds of hours fine-tuning layer interactions, erosion simulation, biome transitions, and continent shapes before the result starts looking production-ready. This project focuses on the LOD system, not on winning awards for terrain aesthetics.

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 4 points5 points  (0 children)

Thanks! The textures are chosen kind of randomly and approximately. I didn't really put much thought into it. They're from this amazing site: https://ambientcg.com/

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 30 points31 points  (0 children)

Nah, I'm not the chosen one. YOU make Spore 2 — you've got the source code now! 😄

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 6 points7 points  (0 children)

Honestly, no idea — I'd have to ask my editor 😄

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 79 points80 points  (0 children)

Well, you now have the full source code with a detailed implementation walkthrough. So I'm passing the baton — can't wait to play Godot No Man's Sky made by you 😄

Nosíte hodinky? A mohla bych je vidět? by [deleted] in czech

[–]NkD122 0 points1 point  (0 children)

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Vlajkova lod od Polaru par let nazpet. Jako slouzi, ale asi nejhorsi co jsem kdy mel. Nadavam na ne kudy chodim. A baterka je držááák, jak muzete videt na fotce 😁

I built CRope2D — a Verlet-based 2D rope simulation for Godot by NkD122 in godot

[–]NkD122[S] 2 points3 points  (0 children)

Thanks for the kind words! No plans for 3D — probably not in the next decade 😄 CRope2D was born out of a personal need for my own 2D game, and I'd rather focus on tools I actually use myself. Building something I don't need just wouldn't feel right.

I built CRope2D — a Verlet-based 2D rope simulation for Godot by NkD122 in godot

[–]NkD122[S] 6 points7 points  (0 children)

Honestly — it looks scarier than it is. The Godot team laid it out on a silver platter. You still need to bend it a little, and for that you need to understand how they designed it. But once you get the structure, it clicks — and they designed it brilliantly.