Hello everyone! I'm working on a game and I've been trying to wrap my head around procedural generation of planets. Sounds super difficult but I don't think it actually needs to be all that complicated. I don't need to generate a planet using physics, instead I'd like to generate the planet from an array of possible variations. For instance: Size of planet Atmosphere composition Mineral Composition Ocean Coverage Land Coverage ... An example of how this would work is that planet size would be decided via RNG. However, I want it to be at least somewhat realistic so I begin running into issues of "Well how large does a planet have to be to allow liquid water, what are the other factors that allow liquid water..." and then I'm kinda boned because it's a near endless rabbit hole of research. I've done some searching for examples of this kind of thing, and to be honest the most comparable example of what I'm trying to do is take Dwarf Fortresses world generation and scaled it up to a planet. Gravity, atmosphere, land/water, ability to support life, all these are factors that I need to generate somehow. Is anyone aware of anything similar to this being done? I wouldn't really call it a simulation, I believe Spore might have done something similar but even from what I've read about Spore they did simulate galaxy formations, stars and all. Is anyone aware of any examples of this type of generation? It's a little difficult to search for on Google.