Skies from an ant's eye view to orbital mechanics, for three.js (WebGPU, TSL): Keplerian orbits and a
simulation clock, a physically based atmosphere that works from the ground and from space, the sun
and a moon whose phases come from geometry, a seeded star field and Milky Way turning with sidereal
time, shooting stars, day/night lighting (sun, moonlight, IBL, fog, exposure, night) and a
sparse Gaussian clouds, city lights on the night side, atmosphere layers up to the Kármán line, and a
floating-origin solar-system view. Everything is a deterministic function of seed and time, and
every setting is live.
Skies from an ant's eye view to orbital mechanics, for three.js (WebGPU, TSL): Keplerian orbits and a simulation clock, a physically based atmosphere that works from the ground and from space, the sun and a moon whose phases come from geometry, a seeded star field and Milky Way turning with sidereal time, shooting stars, day/night lighting (sun, moonlight, IBL, fog, exposure,
night) and a sparse Gaussian clouds, city lights on the night side, atmosphere layers up to the Kármán line, and a floating-origin solar-system view. Everything is a deterministic function ofseedand time, and every setting is live.