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CelestialSim

GPU-realized procedural planets for Godot. Add one Celestial node to a 3D scene and you get a planet with adaptive chunked-quadtree LOD — geometry and surface detail are realized on the GPU, with no readback and no lag spikes.

Orbit to surface in one continuous dive — the terrain refines as the camera falls, and nothing is read back from the GPU.

Standing on a CelestialSim planet: a lake, grass and scattered oaks

Beta

CelestialSim is in beta: ready to build with, but still pre-1.0, so APIs can change between releases. If something is missing or unclear, tell us on Discord or GitHub.

Start here

I want a planet in my scene

Install the addon, drop in a node, press play. No Rust required.

  • Install — download the release zip, copy one folder, done.
  • Getting Started — your first planet, from the editor and from GDScript, plus the handful of knobs worth touching first.

I want my own terrain

The built-in noise is a starting point, not the product. Bring your own height and colour functions.

I want to know how it works

  • Architecture — the screen-space-error quadtree cut, the chunk cache, and the upload → realize → bake GPU graph.

Reference