A procedural space exploration game that runs entirely in a browser tab using WebGL2, generating every visual element from a seed with no external assets.

Stars

177

7-day growth

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Forks

24

Open issues

1

License

MIT

Last updated

2026-07-27

AI repository intelligence
FR-AI / ANALYSIS

Why it is worth attention

The repository showcases an impressive technical feat of real-time procedural generation via custom GLSL shaders, including floating-origin rendering, atmospheric scattering, GPU auto-exposure, and a hand-rolled post-processing pipeline, all while maintaining 60fps by dynamically scaling resolution. It also includes a suite of verification tools for automated testing and quality assurance.

Who it is for

  • Web developers interested in advanced WebGL2 and shader programming
  • Game developers exploring procedural content generation in browsers
  • Space enthusiasts looking for a zero-download, seed-based exploration experience
  • Technical artists and graphics programmers studying real-time rendering techniques

Use cases

  • Learning and experimenting with procedural rendering and GPU-based post-processing
  • Playing a complete, lore-rich space exploration game without installation
  • Benchmarking browser graphics performance with a visually demanding scene
  • Testing procedural generation algorithms and shader correctness via built-in automation tools

Strengths

  • Entirely self-contained in a browser with no asset downloads, enabling instant play
  • Adaptive render scale (0.62×–2×) to sustain 60fps on diverse hardware
  • Custom shader pipeline for atmosphere raymarching, bloom, anamorphic streaks, and auto exposure
  • Comprehensive verification tools (interaction tests, screenshots, tone statistics) for robust quality control

Considerations

  • Requires WebGL2 support and a capable GPU; mobile devices are explicitly not supported
  • No multiplayer or social features mentioned; single-player only
  • Learning curve for understanding the codebase due to many hand-rolled GLSL and engine components

README quick start

THE LONG SILENCE

A procedural space-exploration game that runs in a browser tab. WebGL2, no assets — every star, world, ring system, nebula and derelict is generated from a seed and shaded by hand-written GLSL.

npm install
npm run dev        # http://localhost:5173
npm run build      # static bundle in dist/

The game

Forty thousand years ago nine hundred inhabited worlds inside an eighty light-year volume fell silent in four days. No debris, no radiation signature, no sign of violence. The Choir left their cities lit, their orbits tidy, their archives open — and seven instruments standing in seven systems.

You fly the survey vessel Pale Seeker. Chart systems, scan what you find, and attune to the Resonators; each one yields a Canto and pushes the drive a little further. All seven opens the Aperture.

Controls

DesktopTouch
Steermouse (click to capture) or arrow keysleft stick
RollQ / Eright stick, horizontal
ThrottleW / S, or scrollright stick vertical, or + /
BoostShiftBST
Scanhold Fhold SCAN
Land / lift offL
Fold driveJFOLD
Star mapMMAP
ArchiveTabARC
Full stopX
CameraV
Frame statsP

Fold speed scales with distance from the nearest mass, so an approach decelerates itself and drops you out just clear of the surface. Interstellar transit is initiated from the star map and costs drive charge by distance.


How it renders

Scale and precision. One world unit is one kilometre. Systems span millions of units while the ship is 0.1 units long, so the world uses a floating origin — the ship sits at (0,0,0) and everything else is positioned relative to it each frame — plus a logarithmic depth buffer. Custom ShaderMaterials opt into log depth by hand (LOGD_* chunks in src/gfx/glsl/noise.js); miss that and two concentric spheres z-fight into triangular confetti.

Planets are baked, not evaluated. Twenty-odd octaves of simplex per pixel per frame is not survivable on a phone, so each solid world is rendered once into a cubemap holding linear albedo in RGB and terrain height in A. The runtime shader is three texture taps for normals plus lighting. Cubemaps rather than equirectangular maps: no pole pinch, no seam. The nearest world get

Description

A space exploration game built by Claude Opus 5

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