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I apologize if this is too broad, but I can't seem to find information on this anywhere (perhaps I am searching for the wrong thing?)

Anyways, I'm making a simple game where the player visits different, small, circular planets. I've successfully made a simple circle texture directly with a for loop, but I've run into a few problems:

  • How can I easily add variation to the landscape (e.g. Perlin noise)
  • How can I detect where the surface of the planet is?
  • How can I easily add objects to the surface of the planet?

I realized that all 3 of these problems could most likely be solved if the planet was generated with a vector polygon. Noise could be easily applied, and the normal of each edge could help with surface detection/object placement.

However, I could barely find any info on the subject. Let me be clear - I don't want to directly render a vector shape; I want to invisibly create a semi-random polygon, and then create a filled-in texture based on that convex shape.

Is there any easy way to do this? Is there a better way to execute this idea in general?

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  • \$\begingroup\$ Would it be acceptable to render the polygon to a Texture2D and then use it as a texture the rest of tge game? \$\endgroup\$
    – Felsir
    Aug 14, 2016 at 10:10
  • \$\begingroup\$ Yes, that's actually preferred. \$\endgroup\$ Aug 14, 2016 at 14:24

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