Hasty Briefsbeta

Simulating a Planet on the GPU: Part 1 (2022)

11 days ago
  • #planet-simulation
  • #game-development
  • #compute-shaders
  • The author expresses nostalgia for SimEarth and a desire for a modern version, leading them to start their own planet simulation project.
  • Initial attempts used polygon-based approaches with Delaunay Triangulation and Voronoi Tessellation, but faced performance issues in Unity & C#.
  • Switching to C++ and Vulkan proved too complex, prompting a return to Unity and exploration of GPU-based solutions.
  • Compute shaders were explored to leverage GPU parallelism for simulating tectonic plates, though deformation remained a challenge.
  • Inspiration from physical simulations led to considering Smoothed-Particle Hydrodynamics (SPH) for realistic crust deformation.
  • Implementing SPH with compute shaders was challenging but educational, highlighting the importance of memory optimization.
  • Future goals include adding features like current visualization, air currents, precipitation, volcanic activity, and hardware optimization.
  • The project is ongoing, with plans for a follow-up blog post and a downloadable version available.