Fly a lander over THE procedural planet: launch, real Kepler orbits (exact rails while coasting), time warp, and terrain collision โ land soft on the sculpt-aware surface or crater into it.
THE planet demo: WebGPU pixel-art cross-section โ stratified rock by altitude, mineable ore deposits, sculptable terrain, tunable materials & world recipe, save/load. Zoom seamlessly from surface to the whole molten-cored planet.
Build a ship, launch it, fly real patched-conic orbits around the Sun / Earth / Moon.
Experiment: zero-g asteroid mining โ drill and slice chunks into collectible shards.
Tune body generation, preview the invisible fracture grid, and drill to see how it breaks.
Build a body from rock / metal / ice / dirt / shale / water โ faults, and how each material fractures.
Click a block to shatter it โ spiderweb cracks, material by material. Click fragments to break them down.
WebGPU: per-pixel procedural material texture in world space. Explode the body to see each chunk keep its own slice.
Real bonded-particle simulation โ drill and watch cracks emerge and run along the veins, breaking chunks free. Nothing scripted.
Warp space โ tessellate โ unwarp. Concentric (polar) and foliation (linear) warps compose โ mix them into oval shells with a grain. Drag the center, slide both.
Whole-body segmentation: lumpy/cratered outline (asteroid โ moon), warped-Voronoi cells. Fabric is a per-material property (isotropic / foliated / concentric / radial) you can tune live, applied locally per domain. Rendered with the WebGPU procedural material surface โ veins, fault joints, per-material relief.
Material-shaped blocks (metal chunks, shale/ice slabs, dirt grit). Press a surface block โ it shatters along its own cracks into rough fragments that collide with the body; press a fragment โ a pickup icon sized to it; click to collect.
Throwaway tests of rendering engines (Three.js, Pixi). Not the game.