Cusp Planet Generator

A planetary map generator using 3D Perlin noise

Procedural generation is something of a hobby for me, with landform generation receiving perhaps the largest share of my attention. Previous experiments used Perlin noise as a base and focused on improving topography, but with Cusp my priorities were different. I would accept the simple, flawed terrain offered by Perlin noise; instead, I wanted to focus on bringing these worlds into the third dimensions, adapting old techniques to generate heightmaps in 3D space and learning new ones to render those maps seamlessly on a sphere.

First, I created a globe by projecting a cubic mesh, divided into a uniform grid, onto a sphere using a mapping that would keep the grid cells close to uniform. Then, extending Perlin noise to operate on 3-dimensional inputs, I would generate a heightmap texture for each of the sphere’s six “faces”, using the evenly spaced points on the globe’s surface as inputs. The experiment was an heartening success: the faces fit together elegantly, and while my chosen cube-sphere mapping distorts cells along the boundaries between faces, the seams are difficult to notice even upon close inspection — nearly invisible at the scale at which the simulator displays. The result is a near-infinite supply of planets that are smooth, coherent, and believable (geometrically if not geologically).

Cusp was my way of learning the fundamentals of Unity and building practical experience with the platform. It was also my submission for PROCJAM 2018. You can try it in your browser over on

Music courtesy of r.u.u.n.e.