# How is dyson sphere program building grid being calculated?

Here is a question I really want to know the answer.

How is that :

Done in unity ?

I mean, after a bit of extensive research : ( example of what I found )

https://www.researchgate.net/figure/Spherical-grid-lines-of-latitude-and-longitude-Near-the-North-Pole-the-longitude-lines_fig4_23668865

https://www.redblobgames.com/x/1843-planet-generation/

https://experilous.com/1/blog/post/procedural-planet-generation

I checked and succesfully managed to get a hexasphere running on a project.

Checked the Catlike coding tuto on procedural meshes (https://catlikecoding.com/unity/tutorials/procedural-meshes/icosphere/)

Checked some gamedev math ( mainly trigo, angles etc ... ) ( all of Freya Holmér math serie for some math notions I was missing : https://www.youtube.com/watch?v=MOYiVLEnhrw )

And a lot of other places & experiments .

From what I get so far : It look awfully like a latitude longitude mapping. But how do you project the grid on the sphere without having to store each "square" in memory ? How do you manage to have diffèrent résolutions on the equator & the poles and everything in between ?

You can cleary see where they made the different resolution. especially around the poles plus with a 4 quarters seperation of the sphere.

What i would like to know if possible :

Where to find information / code to create something like that ?

How hard is it to implement ( on the math side I mean ) ?

How do you position de building on the surface of the sphere to align with the grid depending on the position on it ( the maths behinds are fine, I can figure the rest out by myself )

Any kind of ressources that could help me or explain to me how it's done is welcome !

That's the main points I would like to know, i'll experiment after and share a public project for whoever want to do something like that later.