Starfall is a browser-based, procedurally generated Homeworld-style space RTS created by an AI agent from a single prompt, with no pre-designed assets.

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45

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Forks

10

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License

MIT

Last updated

2026-07-28

Why it is worth attention

It demonstrates the frontier of AI-driven game development: a complex game generated from a single prompt with no image files, runtime procedural generation, and a cost of ~$633 for the first run.

Who it is for

  • Game developers interested in AI-assisted generation
  • Space RTS fans (Homeworld enthusiasts)
  • Developers exploring procedural content generation in WebGL
  • Researchers in AI code generation

Use cases

  • Playing a fully procedural space RTS in the browser
  • Studying how a complex game can be built from a prompt
  • Example of contract-first architecture in game development
  • Reference for procedural ship and environment generation

Strengths

  • No image assets: all visuals generated at runtime from code
  • Thirteen ship classes with detailed procedural hulls and surfaces
  • Homeworld-inspired 3D movement and fleet management
  • Decoupled simulation and rendering for performance (instanced meshes, impostors)

Considerations

  • Requires WebGL 2 browser; potentially high system requirements for complex scenes
  • Only one AI opponent; without multiplayer or multiple scenarios
  • First run cost $633 indicates high computational expense for generation

README quick start

Starfall

A Homeworld-style, universe-scale space RTS that runs in a browser.

▶ Play it · the prompt it came from · build thread


Written by Claude Opus 5 driving a multi-agent workflow, from a single prompt. No design document, no asset list, no architecture was specified up front — the prompt is reproduced in full in prompt.md.

First run: ~$633 — 68.6k input tokens, 4.6M output, 837.2M cache read, 13.6M cache write.

There are no image files

Not one, anywhere in the build. Every hull, texture, planet, star field, nebula and effect is generated at runtime from code:

  • Hulls are lofted from authored cross-sections, then dressed by a budget-driven pass that spends its remaining triangle allowance on plate steps, greebles, catwalks and window rows sampled off the lofted skin. A density field decides where detail must be absent, because the difference between a warship and a noise field is that a warship has quiet armour to contrast against its machinery.
  • Surfaces are triplanar procedural detail at three scales — armour blocks, plating, rivets — with the tile size scaling to hull radius, so a 2.1 km mothership is not panelled in the same 6 m plates as a 27 m interceptor.
  • Planets are fBm noise with an atmosphere shell; the sky is a procedural nebula baked to a cube map, which then feeds the PMREM environment lighting, so the ships are genuinely lit by the sky they sit in.

The only imported assets are audio, and all of it is CC0 — see the in-game credits (CREDITS in the top bar, or F1).

What is in it

  • Thirteen ship classes, from a scout to a two-kilometre mothership
  • Three-dimensional movement with the Homeworld move disc: right-drag vertically to dial the altitude of an order
  • Formations, stances, control groups, a fleet roster bar, band select and hull-accurate picking
  • Production, research, resource harvesting and an opponent AI
  • Drive plumes with shock diamonds, wakes that curve through a manoeuvre, ion lances, kinetic tracers, shields and multi-stage detonations
  • A streamed score that follows the intensity of the fight

Running it

npm install
npm run build     # tsc --noEmit && vite build
npm run preview   # serves dist on :4173

Needs a br

Description

A Homeworld-style, universe-scale space RTS in the browser. Written by Claude Opus 5 from a single prompt. Procedural hulls, planets and effects — no image assets.

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