When an old project goes off track (space person)

Here is a Video

its an old project i started in 2018 and i was able to fix some of the bugs i wasn’t able to fix back then, like getting cpu and gpu noise to be identical to have propper collision. after Gemini and Claude worked together to give me a solid calculation i finially started enjoying to improve and build up on this project further.
i wanted to let you all in and enjoy it as much as i do.
there is no gameplay yet just fun.

Check it out here: https://space-person.netlify.app/

So, what makes Space Person tick? Here are some of the key features:

  • Real-time spherical terrain displacement mapping: Watch as the planet’s surface is sculpted and detailed right before your eyes.

  • Volumetric atmospheric scattering (Rayleigh / Mie): Experience beautiful, realistic sunrises and sunsets with dynamic atmosphere.

  • Adaptive Quadtree LOD for infinite surface detail: Zoom from orbit to ground level seamlessly, with detail rendered as you need it.

  • Dynamic horizon culling and fog integration: Optimized rendering that keeps performance smooth even with vast landscapes.

  • Custom WebGL pipeline architecture via Three.js: Built on a robust foundation for powerful and flexible rendering.

  • Procedural biome allocation based on latitude logic: Discover varied landscapes and ecosystems across the planet.

  • UPDATE (Clouds): added fluffy clouds.

  • Update, moved all Assets to GPU and added distance based dithering. it should run smoother now and there should be less popping

System Architecture Deep Dive:

This module showcases an advanced procedural generation pipeline specifically designed for planetary scaling. By leveraging multi-layered noise functions and adaptive Level Of Detail (LOD) algorithms, the engine delivers seamless transitions from breathtaking orbital views all the way down to intricate surface-level terrain geometry – all without the need for precaching assets.

All the heavy lifting, including complex calculations, is performed in real-time directly on the GPU using custom shaders. This approach completely bypasses traditional CPU bottlenecks, enabling the rendering of massive, volumetric atmospheres and truly expansive worlds.

I’d love to hear your thoughts and feedback! Dive in, explore the planet, and let me know what you think.

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Nice work getting back to an old project and pushing it forward. It’s always satisfying when something that was stuck for years finally clicks, especially tricky things like matching CPU and GPU noise for collisions. The transition from orbit down to the surface feels really smooth and the atmosphere scattering looks great. I like that everything is happening in real time on the GPU without precached assets, that’s a pretty cool approach for planetary scale scenes. Looking forward to seeing where you take it once gameplay starts coming in.

i did an update and added volumetric clouds!!

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