Planet Renderer

A demo program I wrote to learn more about C++, OpenGL and SDL. While it was really fun to work on it, I hit a wall while trying to improve the renderer visually. I realized that my design wasn’t really that great and ceased development on the program. I’m still very interested in creating procedural planets and will eventually pick up some code from this demo in the future. Meanwhile I started working on my game engine, only for educational purposes aswell.

Due to a few requests about the code. I released an archive with the source of the core demo under the “Eclipse Public License – Version 1.0”. A copy of the license is added to the file: (A note: It is very likely that the code won’t run or even compile on other machines than mine. Keep in mind that this was only a demo for me. Nevertheless I hope you will propably find something useful)

Here a screenshot of the renderer in action and a video. If you are interested you can find more movies on my youtube channel:



  • Marco says:


    trying to compile your code, it’s missing both libnoise/libmath3d libs. I know you state your code will not even compile, and also those libs are under heavy dev…. but… any chance to get them to accomplish a succesfull compilation?

    Thank you for your code any tip!

    • Nemex says:

      Hi Marco,

      I’m sorry to dissapoint you, but I really doubt the libnoise/libmath3d sources I have at the moment will be of any use. I heavily developed and changed a ton of things since I wrote the planet renderer demo. It’s because of all those changes why I haven’t made any of the two libraries public yet. If the interface is set and I’m happy with the state I still plan to release them, but no fixed date on that.

      About the planet renderer demo: I might pick it up again and port it to the new engine I’m working on. No date for that as well though, I’m busy in real life at the moment and it can take a while with only a few hours coding time here and there.


      • Marco says:

        Hi, and thank you for your reply.

        I was not looking for a complete working program, just “see it in action”, and simple classes like vec2, vec3 and so on are easy to replace (took to me really a few minutes). RidgedMultifractalGL class instead exposes a lot more functions like loadAndCompileShader, linkProgram and so on which may take a few more attention (and work) to replace.

        Anyway, It’s ok, don’t worry, and most important: thank you for sharing your code. 🙂


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