Well at least we have a starting point.
So you want to know if this algorithm only just now shared is ‘necessary’. And if any of us know of a better way.
Well for one… it’s necessary in that you’ll need some sort of algorithm to generate your planetoids. And it’s not necessary in that, that specific algorithm isn’t the only algorithm that exists, so therefore is not necessary. This is sort of a non-question as far as I can tell.
As for if we know of a “better” way.
Well, that depends. What level of detail are you hoping to get? What efficiency requirements do you need? How large are these planets? Are you hoping to get a diversity of terrain (like spanning planes, rolling hills, jagged mountains, etc)? How walkable must it be? Should the algorithm take AI pathing into consideration?
There’s a lot of variables built into your “better” question.
I don’t know the answers to them.
You do.
Now you may think I’m being sarcastic at this moment. But trust me, that is not my intent. I’m trying to impress upon you the depth of the question you’re asking. I do not know from what perspective you’re coming from… if it’s pure naivety of the topic and that you’re a newb to this, I don’t want to assume this though as that’s rude. Because in the same respect you might be well informed on the topic and you just really suck at communication. And you could be any number of other people with different skill sets. I don’t know.
So my statements impart a multi-tiered consideration.
If you’re naive… maybe these are questions you need to ask yourself about your project.
If you are skilled… maybe these are variables you should define for us.
If you are any number of person… maybe these are topics you can research.
“better” is a subjective term… better for what? For you? For me? For what game? Years ago I worked on a project where you played a space girl who flew around a dyson sphere around a small solar system. The people who lived on the dyson sphere would launch their garbage into space and you had to go around and clean it up before it smashed into things destroying the eco-system. The planets in the dyson sphere were randomly generated and could be landed on to walk around and collect resources to help with getting rid of the garbage. Thing is… what we needed for generating our planets was very specific to our game, it didn’t need to be super complicated, this was an arcadey little game. So the algorithm you posted was really useless to us. I literally just applied a perlin noise to the radis of the verts of a generic sphere model my artist slapped together.