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I am a beginner in the field of game development and I am having some doubts regarding some stuff...

I am trying to build a 2D space-rocket-orbit game like the Spaceflight Simulator and I'm not able to build perfect 2D circular planets with procedural terrain. I tried using a vector image so that the image doesn't blurs out on zooming for the planet earth but it didn't feel right as the edges were quite rough:

Rough terrain

And when zoomed in for placing props and rockets, the circle collider started acting funny:

Collider is funny

The results I got were unlike the smooth terrain and collision of the Spaceflight Simulator game: smooth complex terrain round planet with good zoom-in

Is there a way possible to recreate this generation in a simple and easy way that won't be a load for a computer OR me???

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  • \$\begingroup\$ This looks like a job for signed distance field rendering, and a shader that uses a smooth noise function to displace the circle's radius. You'd need to replicate the same noise function in your rocket positioning/collision routines to place it on the ground / detect whether it's hit the ground, rather than using the built-in collider primitives. \$\endgroup\$
    – DMGregory
    Jul 28 at 11:34

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