▁random ▁terrain ▁on ▁spher ical ▁plan ets ▁in ▁a ▁reprodu cible ▁manner , ▁allowing ▁a ▁player ▁to ▁leave ▁and ▁return ▁to ▁the ▁planet ▁after ▁visit ing ▁others ▁as ▁part ▁of ▁the ▁need ▁to ▁give ▁the ▁player ▁a ▁sense ▁of ▁scale . ▁Initial ▁efforts ▁used ▁a ▁flat ▁map ▁while ▁the ▁player ▁was ▁on ▁the ▁planet , ▁and ▁then ▁as ▁they ▁left ▁the ▁planet , ▁making ▁a ▁snapshot ▁of ▁it ▁to ▁wrap ▁around ▁the ▁planet ' s ▁sphere ▁to ▁create ▁the ▁ill usion ▁they ▁had ▁left ▁the ▁spher ical ▁map , ▁but ▁this ▁led ▁to ▁problems ▁with ▁overlap ▁at ▁the ▁edges ▁of ▁the ▁map ▁and ▁terrain ▁generation ▁problems . ▁The ▁team ▁then ▁looked ▁at ▁the ▁problem ▁of ▁map ▁pro jections ▁that ▁had ▁already ▁been ▁solved ▁by ▁cart ograph ers . ▁Some ▁pro jections ▁like ▁the ▁Mer c ator ▁projection ▁would ▁have ▁fit ▁well ▁with ▁the ▁generation ▁system ▁but ▁would ▁be ▁cost ly ▁in ▁computation ▁time ▁to ▁present ▁to ▁the ▁player . ▁O thers , ▁like ▁Pe ir ce ▁qu inc un cial ▁projection , ▁while ▁being ▁better ▁su ited ▁for ▁fast ▁comput ations , ▁would ▁have ▁limited ▁the ▁type ▁of ▁larger ▁terrain ▁features ▁they ▁could ▁generate ▁to ▁deal ▁with ▁edge ▁over laps . ▁With ▁no ▁suitable ▁flat ▁projection , ▁Hello ▁Games ▁took ▁the ▁more ▁challeng ing ▁step ▁of ▁actually ▁sim ulating ▁plan ets ▁in ▁ 3 ▁dimensions , ▁building ▁each ▁planet ▁as ▁a ▁cube ▁and ▁then ▁using ▁various ▁math ematic ▁tr icks ▁to ▁cast ▁the ▁cube ' s ▁projection ▁onto ▁a ▁sphere . ▁Add itional