A procedurally generated planet with dynamic level-of-detail, written entirely in GDScript for Godot 4.x. Designed as a learning resource for the Godot community.

No C++, no GDExtensions, no plugins. Just open the project and hit Play.

What's inside:

  • Quadtree-based chunked LOD (split/merge based on camera distance)
  • Cube-to-sphere projection
  • Terrain generated in a GLSL vertex shader (5 noise octaves)
  • Elevation-based coloring (ocean → sand → grass → rock → snow)
  • Atmospheric scattering (Rayleigh + Mie)
  • Frustum + horizon culling
  • Origin shifting for large-scale precision
  • Chunk pooling and mesh reuse

The README on Github provides a comprehensive implementation walkthrough covering all techniques used. Read it, fork it, learn from it.

💻 Source code: github.com/cuberact/godot-cuberact-planet-chunked-lod
🌐 More from Cuberact: cuberact.org

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