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https://github.com/gianlucatruda/orbital
Orbital mechanics sim (game?) in Three.js
https://github.com/gianlucatruda/orbital
Last synced: 28 days ago
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Orbital mechanics sim (game?) in Three.js
- Host: GitHub
- URL: https://github.com/gianlucatruda/orbital
- Owner: gianlucatruda
- License: gpl-3.0
- Created: 2024-10-17T22:59:57.000Z (2 months ago)
- Default Branch: master
- Last Pushed: 2024-11-22T17:01:18.000Z (30 days ago)
- Last Synced: 2024-11-22T18:18:32.682Z (30 days ago)
- Language: JavaScript
- Homepage: https://gianluca-orbital.vercel.app
- Size: 6.79 MB
- Stars: 2
- Watchers: 1
- Forks: 0
- Open Issues: 2
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# ORBITAL
Tasks:
- [x] Refactor to modular design: data/parameters, UI, and physics/logic.
- [x] Add a spacecraft
- [ ] Incorporate true planet and moon sizes and distances (with object scaling factor in Controls pane)
- [ ] Add N-body physics to engine to allow orbital maneuvers between spacecraft and celestial bodies
- [ ] Add a level/puzzle: with a given delta V and time budget, get from body A's orbit to body B's orbit
- [x] Fix camera tracking of celestial bodies (particularly for moon)
- [ ] Fix moon's weird orbital plane (due to Earth-relative axial tilt?)
- [x] Fix UI scaling on small screens (especially mobile devices)---
Future Ideas:
- [ ] Add a WebGL fragment shader to simulate stars as background
- [ ] Simulate Earth's atmosphere (can I write shaders for that? e.g. Perlin noise?)
- [ ] Migrate physics to a Rust engine -> WASM bind (see `rustify` branch)
- [ ] Refactor build and deploy pipelines (Rust part + frontend part)